mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
25 lines
555 B
GLSL
25 lines
555 B
GLSL
#ifdef GL_ES
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precision highp float;
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#endif
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uniform sampler2D u_tex0;
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uniform vec2 u_tex0Resolution;
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float hatch ( sampler2D hatchmap, vec2 st,float brighness ){
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float col = floor((1.0-brighness)*9.0)/3.;
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float row = floor(brighness*3.0)/3.;
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return texture2D(hatchmap,vec2(col,row)+st/3.).a;
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}
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void main(){
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vec2 st = gl_FragCoord.st/u_resolution.xy;
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float b = st.x;
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vec3 color = vec3(1.0);
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color -= hatch(u_tex0,st,b).a;
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gl_FragColor = vec4(color,1.);
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}
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