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-rw-r--r--src/shader/display_fragment.glsl25
-rw-r--r--src/shader/vertex.glsl3
2 files changed, 24 insertions, 4 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);
}
)";
diff --git a/src/shader/vertex.glsl b/src/shader/vertex.glsl
index 8ab6ccb..2d4009a 100644
--- a/src/shader/vertex.glsl
+++ b/src/shader/vertex.glsl
@@ -3,6 +3,7 @@ uniform mat4 MVP;
void main() {
gl_Position = MVP * vec4(gl_Vertex.xy, 0.0, 1.0);
- gl_FrontColor = vec4(max(1. - gl_Vertex.z/5., 0.1), 0., 0., 0.);
+ //gl_FrontColor = vec4(max(1. - gl_Vertex.z/5., 0.1), 0., 0., 0.);
+ gl_FrontColor = vec4(1., 0., 0., 0.);
}
)";