shader fix

This commit is contained in:
serk 2017-01-21 12:40:55 +01:00
parent 267df99593
commit 939cfcd709

View file

@ -6,6 +6,7 @@ float rand(vec2 n) {
}
float line(float p, float x, float glow) {
if (abs(p - x) < 0.025) return 1;
return 1. - pow(abs(p - x), glow);
}
@ -13,10 +14,10 @@ float grid(vec2 uv) {
float glow = 0.05;
float c = line(uv.x, 0.25, glow) + line(uv.x, 0.75, glow)
+ line(uv.x, 0.5, glow)
+ line(uv.x, 0.25, glow) + line(uv.x, 1.0, glow)
+ line(uv.x, 0.0, glow) + line(uv.x, 1.0, glow)
+ line(uv.y, 0.25, glow) + line(uv.y, 0.75, glow)
+ line(uv.y, 0.5, glow)
+ line(uv.y, 0.25, glow) + line(uv.y, 1.0, glow);
+ line(uv.y, 0.0, glow) + line(uv.y, 1.0, glow);
return c;
}
@ -24,16 +25,14 @@ float grid(vec2 uv) {
void main(void) {
vec2 umuv = (gl_FragCoord.xy / resolution.xy - .5) * 2.;
vec2 uv = umuv;
float z = (abs(uv.y ) * .8 + 3.);
float z = (abs(uv.y ) * .8 + .2);
uv.y *= 3.;
uv /= z*0.25;
uv /= z;
float clampfinite = abs(clamp(umuv.y, -1., 0.)) * pow(z, 1. / 10.);
if (uv.y < umuv.y) uv.y += abs(time * 0.1);
else uv.y -= abs(time * 0.1);
uv.y += abs(time * 0.1);
float grain = (0.8 + 0.2 * rand(umuv + time));
vec4 color = vec4(255, 120, 153, 255) / 255.;
gl_FragColor = (grid(fract(uv))) * grain * color * clampfinite;
gl_FragColor = (grid(fract(uv))) * color;
}