26 lines
836 B
GLSL
26 lines
836 B
GLSL
uniform float opacity; // painter opacity
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uniform vec4 color; // painter color
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uniform float time; // time in seconds since shader linkage
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uniform sampler2D texture; // map texture
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varying vec2 textureCoords; // map texture coords
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void main()
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{
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vec4 outColor = texture2D(texture, textureCoords) * opacity;
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/*
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float refinement = 0;
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if(refinement > 0) {
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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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for(int i=-1;i<=1;++i) {
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for(int j=-1;j<=1;++j) {
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vec4 pixel = texture2D(texture, textureCoords + vec2(i,j)*(1.0/32.0));
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sum += pixel * (1.0/9.0) * pixel.a * (0.5 + (pixel.r + pixel.g + pixel.b)/3.0);
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}
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}
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float factor = refinement*((1.0 + sin(time*2))/2.0);
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outColor += sum * sum * factor;
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}
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*/
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gl_FragColor = outColor;
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}
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