cool
This commit is contained in:
parent
666b6f6d56
commit
d4a5fea127
3 changed files with 12 additions and 2 deletions
|
|
@ -24,9 +24,15 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
||||||
lines_uv.y += sin(lines_timescale * 0.2 + lines_uv.x * 5.0) * 0.2;
|
lines_uv.y += sin(lines_timescale * 0.2 + lines_uv.x * 5.0) * 0.2;
|
||||||
lines_uv.x += sin(lines_timescale + lines_uv.y * 30.0) * 0.2;// * sin(lines_timescale);
|
lines_uv.x += sin(lines_timescale + lines_uv.y * 30.0) * 0.2;// * sin(lines_timescale);
|
||||||
float hor_lines = sin(lines_uv.x * 10.0)/2.0 + 0.5;
|
float hor_lines = sin(lines_uv.x * 10.0)/2.0 + 0.5;
|
||||||
hor_lines = sign(hor_lines -0.5);
|
float extra_hor_lines = hor_lines;
|
||||||
|
// clipped with AA
|
||||||
|
hor_lines = extra_hor_lines; //sign(hor_lines -0.5);
|
||||||
|
|
||||||
//hor_lines = sin(iTime * 3.0 +hor_lines * 2.0 + uv.y / 50.0);
|
//hor_lines = sin(iTime * 3.0 +hor_lines * 2.0 + uv.y / 50.0);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//fragColor = vec4(uv.x, uv.y, 1.0, 1.0);
|
//fragColor = vec4(uv.x, uv.y, 1.0, 1.0);
|
||||||
fragColor = vec4(hor_lines * 0.7, inverse_distance * 0.55, inverse_distance * 0.75, 1.0);
|
float frac = 0.50;
|
||||||
|
fragColor = vec4(hor_lines * frac, hor_lines * frac, hor_lines * frac + 0.4, 1.0);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -22,6 +22,8 @@
|
||||||
];
|
];
|
||||||
buildInputs = with pkgs; [
|
buildInputs = with pkgs; [
|
||||||
libGL
|
libGL
|
||||||
|
libpng
|
||||||
|
libjpeg
|
||||||
];
|
];
|
||||||
makeFlags = [ "PREFIX=$(out)" ];
|
makeFlags = [ "PREFIX=$(out)" ];
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -3,8 +3,10 @@
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
#include <GL/gl.h>
|
#include <GL/gl.h>
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
|
#include <libpng16/png.h>
|
||||||
#include "renderer.h"
|
#include "renderer.h"
|
||||||
|
|
||||||
|
|
||||||
/// returns 0 if failed.
|
/// returns 0 if failed.
|
||||||
GLuint compile_shader(GLuint type, const char *src) {
|
GLuint compile_shader(GLuint type, const char *src) {
|
||||||
GLuint id = glCreateShader(type);
|
GLuint id = glCreateShader(type);
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue