22 lines
426 B
GLSL
22 lines
426 B
GLSL
#version 150
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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layout(std140) uniform UBO
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{
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mat4 MVP;
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uint FrameCount;
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}global;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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uniform sampler2D Source;
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void main()
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{
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vec3 current = texture(Source, vTexCoord). rgb;
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FragColor = sqrt(0.5 + 0.4 * sin(float(global . FrameCount)* 6.28 * 0.01))*
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vec4(current, 1.0);
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}
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