flak_m/shaders/glsl/RedeemerView.fp

24 lines
619 B
GLSL

void main()
{
vec4 tinted = texture(InputTexture,TexCoord);
vec2 nc;
vec2 sz = textureSize(InputTexture,0);
vec2 px = 1./vec2(1920.);
px.y *= sz.x/sz.y;
for ( int j=-1; j<=1; j++ ) for ( int i=-1; i<=1; i++ )
{
nc = TexCoord+px*vec2(i,j);
tinted += texture(InputTexture,nc);
}
tinted /= 10.;
vec2 coord = TexCoord;
coord *= 4.;
coord.y *= px.x/px.y;
vec2 tc;
tc.x = coord.x*cos(Timer)-coord.y*sin(Timer);
tc.y = coord.x*sin(Timer)+coord.y*cos(Timer);
tinted = mix(tinted,texture(StaticTexture,tc),.1);
tinted = pow(tinted,vec4(.7,1.1,1.3,1.));
tinted *= vec4(1.2,.6,.5,1.);
FragColor = tinted;
}