diff options
Diffstat (limited to 'src/main/resources/assets/notenoughupdates/shaders')
-rw-r--r-- | src/main/resources/assets/notenoughupdates/shaders/negative.frag | 33 | ||||
-rw-r--r-- | src/main/resources/assets/notenoughupdates/shaders/negative.vert | 15 |
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 |