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Diffstat (limited to 'src/main/resources/assets/notenoughupdates/shaders')
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/negative.frag33
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/negative.vert15
2 files changed, 48 insertions, 0 deletions
diff --git a/src/main/resources/assets/notenoughupdates/shaders/negative.frag b/src/main/resources/assets/notenoughupdates/shaders/negative.frag
new file mode 100644
index 00000000..a601bd0c
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/negative.frag
@@ -0,0 +1,33 @@
+#version 130
+
+varying vec4 passColour;
+varying vec3 passNormal;
+uniform sampler2D textureIn;
+varying vec4 passPosition;
+uniform vec2 screensize;
+
+int a(float f) {
+ return int(round(f*1999));
+}
+
+void main() {
+ vec2 viewportCoord = gl_FragCoord.xy/screensize.xy;
+ vec4 texture = texture2D(textureIn, viewportCoord);
+
+ int offsetFactor = a(viewportCoord.x)^a(viewportCoord.y);
+ float dist = 1+mod(offsetFactor/4, 2);
+ float xOffset = dist*mod(offsetFactor-1, 2);
+ float yOffset = dist*mod(offsetFactor-2, 2);
+
+ texture = texture2D(textureIn, vec2(viewportCoord.x+xOffset/screensize.x, viewportCoord.y+yOffset/screensize.y));
+ texture = vec4(texture.rgb*texture.a, 1);
+ texture.rgb = 1 - texture.rgb;
+
+ gl_FragColor = texture * passColour;
+
+ vec3 fakeSunNormal = normalize(vec3(0.2f,1.0f,-0.2f));
+ vec3 normNormal = normalize(passNormal);
+ float shading = max(0.6f, dot(fakeSunNormal, normNormal));
+
+ gl_FragColor = vec4(gl_FragColor.rgb*shading, 1);
+} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/negative.vert b/src/main/resources/assets/notenoughupdates/shaders/negative.vert
new file mode 100644
index 00000000..9ccbcd6f
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/negative.vert
@@ -0,0 +1,15 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passNormal;
+varying vec4 passPosition;
+uniform vec2 screensize;
+
+void main() {
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ passColour = gl_Color;
+ passNormal = normalize(gl_Normal);
+ passPosition = gl_Position;
+} \ No newline at end of file