v4k-git-backup/demos/art/fx/fxScanlines.fs

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2023-09-27 06:49:59 +00:00
uniform float hardness; /// set:0.1 max:2
uniform float flickering; /// set:0.01
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord.xy / iResolution.xy;
vec4 src = texture( iChannel0, vec2(uv.x,uv.y) );
vec3 color = src.rgb;
color *= (1.0 - hardness)+hardness*sin(10.0*iTime+uv.y*1000.0);
color *= (1.0 - flickering)+flickering*sin(100.0*iTime);
fragColor = vec4(color, src.a);
}