Files
oak-editor/effects/crossstitch.frag
T

44 lines
994 B
GLSL

#version 110
uniform sampler2D tex0;
uniform float time;
uniform vec2 resolution;
uniform float stitching_size;
uniform bool invert;
varying vec2 vTexCoord;
vec4 PostFX(sampler2D tex, vec2 uv, float time) {
vec4 c = vec4(0.0);
float size = stitching_size;
vec2 cPos = uv * resolution;
vec2 tlPos = floor(cPos / vec2(size, size));
tlPos *= size;
int remX = int(mod(cPos.x, size));
int remY = int(mod(cPos.y, size));
if (remX == 0 && remY == 0)
tlPos = cPos;
vec2 blPos = tlPos;
blPos.y += (size - 1.0);
if ((remX == remY) ||
(((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
{
if (!invert)
c = vec4(0.2, 0.15, 0.05, 1.0);
else
c = texture2D(tex, tlPos * vec2(1.0/resolution.x, 1.0/resolution.y)) * 1.4;
}
else
{
if (!invert)
c = texture2D(tex, tlPos * vec2(1.0/resolution.x, 1.0/resolution.y)) * 1.4;
else
c = vec4(0.0, 0.0, 0.0, 1.0);
}
return c;
}
void main(void) {
vec2 uv = vTexCoord;
gl_FragColor = PostFX(tex0, uv, time);
}