Files
loop/shader/texture/barrel.frag
T
2021-07-09 14:36:49 +02:00

19 lines
464 B
GLSL

#version 430 core
in vec2 cenPos;
in vec2 texPos;
in vec2 texDist;
in float factor;
out vec4 fColor;
layout (binding = 1) uniform sampler2D screenTexture;
float f ( float x) {
return max (1, 1 / (2 * x + 0.5)) ;
// return min (1, x) ;
}
void main()
{
vec4 tColor = vec4(texture(screenTexture , texPos) );
float t = distance(cenPos,texDist);
fColor = vec4(tColor.xy,t,tColor.w);
//, cenPos + f(distance(cenPos,texDist)) * (texPos - cenPos))) ;
}