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-rw-r--r--shader.frag41
1 files changed, 25 insertions, 16 deletions
diff --git a/shader.frag b/shader.frag
index c6cc012..0141563 100644
--- a/shader.frag
+++ b/shader.frag
@@ -4,11 +4,11 @@ precision mediump float;
#endif
uniform vec2 resolution;
-uniform float time;
+uniform float ticks;
+uniform int program;
uniform sampler2D images[4];
layout (binding = 0,rgba32f) uniform image2D backbuffer;
-//uniform image2DArray buffers;
uniform float ratios[4];
uniform float params[32];
@@ -18,25 +18,34 @@ float random (in float x) {
return fract(sin(x)*43758.5453123)-0.5;
}
-vec4 image(int i) {
+vec4 img(int i) {
vec2 st = gl_FragCoord.xy/resolution.xy;
st.x *= ratios[i];
st.x += (1-ratios[i])*0.5;
- st.x += 0.5*time;
+ st.x += 0.5;
return texture2D(images[i],st);
}
void main (void) {
- vec4 img1 = mix(image(0),image(1),sin(time));
- vec4 img2 = mix(image(2),image(3),cos(time));
- ivec2 P = ivec2(gl_FragCoord.xy);
- vec4 buf = imageLoad(backbuffer,P);
- buf.rg = buf.gr;
- //buf.b = 0.0;
- vec4 i = mix(img1,img2,0.5);
- //P = ivec2(gl_FragCoord.xy);
- imageStore(backbuffer,P,i);
- i = mix(i,buf,0.8);
- //i = image(0);
- fragColor = i;
+ vec4 image = img(0);
+ if (program == 0) {
+ image = img(2);
+ image.rg = image.gr;
+ image = 1.5*image;
+ }
+ /*
+ else {
+ ivec2 P = ivec2(gl_FragCoord.xy);
+ vec4 buf = imageLoad(backbuffer,P);
+ vec4 img1 = mix(img(0),img(1),sin(ticks));
+ vec4 img2 = mix(img(2),img(3),cos(ticks));
+ buf.bg = buf.gr;
+ //buf.b = 0.0;
+ vec4 i = mix(img1,img2,0.5);
+ //P = ivec2(gl_FragCoord.xy);
+ imageStore(backbuffer,P,i);
+ image = mix(i,buf,0.8);
+ }
+ */
+ fragColor = image;
}