mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
47 lines
1.2 KiB
GLSL
47 lines
1.2 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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// Ditherimg algorithm from hornet,
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// Straight rip off from: https://www.shadertoy.com/view/MslGR8
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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vec3 ScreenSpaceDither( vec2 vScreenPos ) {
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vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), vScreenPos.xy ) );
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vDither.rgb = fract( vDither.rgb / vec3( 103.0, 71.0, 97.0 ) ) - vec3(0.5);
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return vDither.rgb / 255.0 * 0.375;
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}
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void main() {
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vec2 px = v_vTexcoord * dimension;
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vec4 c = texture2D( gm_BaseTexture, v_vTexcoord );
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vec3 r = ScreenSpaceDither(px);
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c.rgb += r;
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gl_FragColor = c;
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}
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