diff options
author | Adrian Kummerlaender | 2018-05-23 19:06:47 +0200 |
---|---|---|
committer | Adrian Kummerlaender | 2018-05-23 19:06:47 +0200 |
commit | 84bcd409a3743e933d039a9b3e073030fd2630df (patch) | |
tree | 15724f48e5a516398ea097f8784873b1217e1d30 /src/shader/display_fragment.glsl | |
parent | 617fec827652d216e2d1e5015f816c4400655d73 (diff) | |
download | computicle-84bcd409a3743e933d039a9b3e073030fd2630df.tar computicle-84bcd409a3743e933d039a9b3e073030fd2630df.tar.gz computicle-84bcd409a3743e933d039a9b3e073030fd2630df.tar.bz2 computicle-84bcd409a3743e933d039a9b3e073030fd2630df.tar.lz computicle-84bcd409a3743e933d039a9b3e073030fd2630df.tar.xz computicle-84bcd409a3743e933d039a9b3e073030fd2630df.tar.zst computicle-84bcd409a3743e933d039a9b3e073030fd2630df.zip |
Implement particle trails using overlaying textures
Diffstat (limited to 'src/shader/display_fragment.glsl')
-rw-r--r-- | src/shader/display_fragment.glsl | 25 |
1 files changed, 22 insertions, 3 deletions
diff --git a/src/shader/display_fragment.glsl b/src/shader/display_fragment.glsl index 8b98ce1..03986a0 100644 --- a/src/shader/display_fragment.glsl +++ b/src/shader/display_fragment.glsl @@ -1,11 +1,30 @@ static const std::string DISPLAY_FRAGMENT_SHADER_CODE = R"( -#version 330 core +#version 460 out vec4 FragColor; in vec2 TexCoords; -uniform sampler2D screen_texture; + +uniform sampler2D screen_texture_0; +uniform sampler2D screen_texture_1; +uniform sampler2D screen_texture_2; +uniform sampler2D screen_texture_3; +uniform sampler2D screen_texture_4; +uniform sampler2D screen_texture_5; +uniform sampler2D screen_texture_6; +uniform sampler2D screen_texture_7; +uniform sampler2D screen_texture_8; +uniform sampler2D screen_texture_9; void main() { - FragColor = texture(screen_texture, TexCoords); + FragColor = texture(screen_texture_0, TexCoords) + + 0.9 * texture(screen_texture_1, TexCoords) + + 0.8 * texture(screen_texture_2, TexCoords) + + 0.7 * texture(screen_texture_3, TexCoords) + + 0.6 * texture(screen_texture_4, TexCoords) + + 0.5 * texture(screen_texture_5, TexCoords) + + 0.4 * texture(screen_texture_6, TexCoords) + + 0.3 * texture(screen_texture_7, TexCoords) + + 0.2 * texture(screen_texture_8, TexCoords) + + 0.1 * texture(screen_texture_9, TexCoords); } )"; |