Mercurial > repos > blastem
view shaders/default.f.glsl @ 1614:c9639139aedf
Did some cleanup of SVP code using the newly more powerful DSL if block and fixed some issues in the DSL implementation that cropped up as a result
author | Michael Pavone <pavone@retrodev.com> |
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date | Fri, 21 Sep 2018 09:26:12 -0700 |
parents | 957325c990d5 |
children | fa9ae059e4d3 |
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#version 110 uniform sampler2D textures[2]; varying vec2 texcoord; void main() { vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0); vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0); gl_FragColor = mix( texture2D(textures[1], modifiedCoord1), texture2D(textures[0], modifiedCoord0), (sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5 ); }