Last change
on this file since 12096 was
12091,
checked in by wiesep, 6 years ago
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Updated programs and adjusted Material to work with GLSL>150
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File size:
739 bytes
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Line | |
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1 | #version 150 |
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2 | |
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3 | in vec4 pos; |
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4 | in vec2 oUv0; |
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5 | out vec4 fragColour; |
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6 | |
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7 | uniform sampler2D RT; |
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8 | uniform sampler3D chars; |
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9 | uniform vec2 numTiles; |
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10 | uniform vec2 iNumTiles; |
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11 | uniform vec2 iNumTiles2; |
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12 | uniform vec4 lum; |
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13 | uniform float charBias; |
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14 | |
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15 | void main() |
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16 | { |
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17 | vec3 local; |
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18 | |
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19 | //sample RT |
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20 | local.xy = mod(oUv0, iNumTiles); |
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21 | vec2 middle = oUv0 - local.xy; |
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22 | local.xy = local.xy * numTiles; |
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23 | |
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24 | //iNumTiles2 = iNumTiles / 2 |
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25 | middle = middle + iNumTiles2; |
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26 | vec4 c = texture(RT, middle); |
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27 | |
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28 | //multiply luminance by charbias , beacause not all slices of the ascii |
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29 | //volume texture are used |
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30 | local.z = dot(c , lum)*charBias; |
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31 | |
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32 | //fix to brighten the dark pixels with small characters |
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33 | //c *= lerp(2.0,1.0, local.z); |
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34 | |
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35 | c *= texture(chars, local); |
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36 | fragColour = c; |
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37 | } |
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