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authorIlion Beyst <ilion.beyst@gmail.com>2021-12-22 13:59:13 +0100
committerIlion Beyst <ilion.beyst@gmail.com>2021-12-22 13:59:13 +0100
commit96ee00242f350b391dcc1cf4d72a442c969f565e (patch)
treea9c57feb105200556c76559b3c775d159c98aef9 /web/pw-frontend/public/static/shaders/frag
parent218ebc3b8f5024a0813f8378b83d91dbb9aa7db2 (diff)
downloadplanetwars.dev-96ee00242f350b391dcc1cf4d72a442c969f565e.tar.xz
planetwars.dev-96ee00242f350b391dcc1cf4d72a442c969f565e.zip
add pw-frontend
Diffstat (limited to 'web/pw-frontend/public/static/shaders/frag')
-rw-r--r--web/pw-frontend/public/static/shaders/frag/image.glsl14
-rw-r--r--web/pw-frontend/public/static/shaders/frag/simple.glsl15
-rw-r--r--web/pw-frontend/public/static/shaders/frag/vor.glsl18
3 files changed, 47 insertions, 0 deletions
diff --git a/web/pw-frontend/public/static/shaders/frag/image.glsl b/web/pw-frontend/public/static/shaders/frag/image.glsl
new file mode 100644
index 0000000..69c8b91
--- /dev/null
+++ b/web/pw-frontend/public/static/shaders/frag/image.glsl
@@ -0,0 +1,14 @@
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+// Passed in from the vertex shader.
+varying vec2 v_texCoord;
+
+// The texture.
+uniform sampler2D u_texture;
+
+void main() {
+ gl_FragColor = texture2D(u_texture, v_texCoord);
+// gl_FragColor = vec4(0.7, 0.7, 0.0, 1.0);
+}
diff --git a/web/pw-frontend/public/static/shaders/frag/simple.glsl b/web/pw-frontend/public/static/shaders/frag/simple.glsl
new file mode 100644
index 0000000..1292569
--- /dev/null
+++ b/web/pw-frontend/public/static/shaders/frag/simple.glsl
@@ -0,0 +1,15 @@
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+uniform float u_step_interval;
+uniform float u_time;
+uniform vec3 u_color;
+uniform vec3 u_color_next;
+
+void main() {
+
+ vec3 color = mix(u_color, u_color_next, u_time);
+
+ gl_FragColor = vec4(color, 1.0);
+}
diff --git a/web/pw-frontend/public/static/shaders/frag/vor.glsl b/web/pw-frontend/public/static/shaders/frag/vor.glsl
new file mode 100644
index 0000000..faaa68f
--- /dev/null
+++ b/web/pw-frontend/public/static/shaders/frag/vor.glsl
@@ -0,0 +1,18 @@
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+#define PI 3.141592
+
+uniform float u_step_interval;
+uniform float u_time;
+uniform bool u_vor;
+
+varying float v_intensity;
+varying float v_dist;
+varying vec3 v_color;
+varying vec2 v_pos;
+
+void main() {
+ gl_FragColor = vec4(v_color, (1.0 - pow(1.0 - v_intensity, 1.23)) * 0.7);
+}