nuclear@12: /* nuclear@12: Printblobs - typography display hack nuclear@12: Copyright (C) 2013 John Tsiombikas nuclear@12: nuclear@12: This program is free software: you can redistribute it and/or modify nuclear@12: it under the terms of the GNU General Public License as published by nuclear@12: the Free Software Foundation, either version 3 of the License, or nuclear@12: (at your option) any later version. nuclear@12: nuclear@12: This program is distributed in the hope that it will be useful, nuclear@12: but WITHOUT ANY WARRANTY; without even the implied warranty of nuclear@12: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the nuclear@12: GNU General Public License for more details. nuclear@12: nuclear@12: You should have received a copy of the GNU General Public License nuclear@12: along with this program. If not, see . nuclear@12: */ nuclear@0: uniform sampler2D framebuf, dither_tex; nuclear@0: uniform int dither_levels, dither_size; nuclear@0: nuclear@11: uniform float tfadein; nuclear@11: nuclear@11: vec4 fetch_pixel(vec2 texcoord) nuclear@11: { nuclear@11: float x = step(0.5, mod(texcoord.y, 0.5) / 0.5); nuclear@11: float offs = mix(1.0 - tfadein, tfadein - 1.0, x); nuclear@11: vec2 tc = texcoord + vec2(offs, 0.0); nuclear@11: nuclear@11: return (1.0 - step(1.0, tc.x)) * step(0.0, tc.x) * texture2D(framebuf, tc); nuclear@11: } nuclear@11: nuclear@0: void main() nuclear@0: { nuclear@0: float levels = float(dither_levels); nuclear@0: nuclear@11: //vec4 pixel = texture2D(framebuf, gl_TexCoord[0].xy); nuclear@11: vec4 pixel = fetch_pixel(gl_TexCoord[0].xy); nuclear@0: float lum = dot(pixel.xyz, vec3(0.2126, 0.7152, 0.0722)); nuclear@0: float coord_shift = floor(lum * levels) / levels; nuclear@0: nuclear@0: vec2 dsz2 = vec2(float(dither_size), float(dither_size)); nuclear@0: nuclear@0: vec2 coord = mod(gl_FragCoord.xy, dsz2) / float(dither_size); nuclear@0: coord.y = coord.y / levels + coord_shift; nuclear@0: float val = texture2D(dither_tex, coord).x; nuclear@0: nuclear@0: const vec3 dark_col = vec3(0.043, 0.286, 0.337); nuclear@0: const vec3 bright_col = vec3(0.965, 0.778, 0.555); nuclear@0: nuclear@0: gl_FragColor = vec4(mix(dark_col, bright_col, val), 1.0); nuclear@0: }