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Shader test bench
Dot Screen.fs
runnable fragment
Complete GLSL fragment shader. Stronghold runs it directly when the browser can compile it.
Code
uniform sampler2D inputImage;
uniform float sharpness;
uniform float angle;
uniform float scale;
uniform float colorize;
uniform vec2 center;
precision mediump float;
/*{
"CATEGORIES": [
"Halftone Effect",
"Retro"
],
"CREDIT": "by VIDVOX",
"INPUTS": [
{
"NAME": "inputImage",
"TYPE": "image"
},
{
"DEFAULT": 1,
"MAX": 10,
"MIN": 0,
"NAME": "sharpness",
"TYPE": "float"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "angle",
"TYPE": "float"
},
{
"DEFAULT": 1,
"MAX": 2,
"MIN": 0,
"NAME": "scale",
"TYPE": "float"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "colorize",
"TYPE": "float"
},
{
"DEFAULT": [
0.5,
0.5
],
"MAX": [
1,
1
],
"MIN": [
0,
0
],
"NAME": "center",
"TYPE": "point2D"
}
],
"ISFVSN": "2"
}
*/
#if __VERSION__ <= 120
varying vec2 left_coord;
varying vec2 right_coord;
varying vec2 above_coord;
varying vec2 below_coord;
varying vec2 lefta_coord;
varying vec2 righta_coord;
varying vec2 leftb_coord;
varying vec2 rightb_coord;
#else
in vec2 left_coord;
in vec2 right_coord;
in vec2 above_coord;
in vec2 below_coord;
in vec2 lefta_coord;
in vec2 righta_coord;
in vec2 leftb_coord;
in vec2 rightb_coord;
#endif
const float tau = 6.28318530718;
float pattern() {
float s = sin( angle * tau ), c = cos( angle * tau );
vec2 tex = ((gl_FragCoord.xy / u_resolution.xy) - center) * u_resolution;
vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * max(scale,0.001);
return ( sin( point.x ) * sin( point.y ) ) * 4.0;
}
void main() {
vec4 color = IMG_THIS_PIXEL(inputImage);
vec4 colorL = texture2D(inputImage, left_coord);
vec4 colorR = texture2D(inputImage, right_coord);
vec4 colorA = texture2D(inputImage, above_coord);
vec4 colorB = texture2D(inputImage, below_coord);
vec4 colorLA = texture2D(inputImage, lefta_coord);
vec4 colorRA = texture2D(inputImage, righta_coord);
vec4 colorLB = texture2D(inputImage, leftb_coord);
vec4 colorRB = texture2D(inputImage, rightb_coord);
vec4 final = color + sharpness * (8.0*color - colorL - colorR - colorA - colorB - colorLA - colorRA - colorLB - colorRB);
float average = ( final.r + final.g + final.b ) / 3.0;
final = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );
final = mix (color * final, final, 1.0-colorize);
gl_FragColor = final;
}