mirror of
https://github.com/Anuken/Mindustry.git
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44 lines
1.1 KiB
Plaintext
44 lines
1.1 KiB
Plaintext
#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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#define p1 vec3(255.0,211.0,127.0)/255.0
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#define p2 vec3(234.0,182.0,120.0)/255.0
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#define p3 vec3(212.0,129.0,107.0)/255.0
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#define p4 vec3(142.0,77.0,72.0)/255.0
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#define roundm 0.2
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uniform sampler2D u_texture;
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uniform vec2 u_resolution;
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uniform int u_time;
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uniform vec2 u_uv;
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uniform vec2 u_uv2;
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uniform float u_scl;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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void main() {
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ivec2 coords = ivec2((gl_FragCoord.xy - u_resolution/2.0)/u_scl);
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//int roundx = 8;
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//int roundy = roundx;
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//coords.x = (coords.x / roundx) * roundx;
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//coords.y = (coords.y / roundy) * roundy;
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float d = (abs(float(coords.x)) - abs(float(coords.y)));
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float m = abs(sin(-float(u_time)/50.0 + d/120.0));
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if(m > 0.95) gl_FragColor.rgb = p1;
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else if(m > 0.75) gl_FragColor.rgb = p2;
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else if(m > 0.55) gl_FragColor.rgb = p3;
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else if(m > 0.35) gl_FragColor.rgb = p4;
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else gl_FragColor.rgb = vec3(0.0);
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gl_FragColor.rgb *= 0.5;
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gl_FragColor.a = mod(abs(float(coords.x)) + abs(float(coords.y)), 110.0) < 35.0 ? 1.0 : 0.0;
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} |