realityplayground-of/zoneb/bin/data/shaders/render.frag
2020-10-19 20:25:24 +02:00

27 lines
No EOL
604 B
GLSL

#ifdef GL_ES
precision mediump float;
#endif
// Custom attributes.
uniform sampler2D uColorTex; // Sampler for the color registered data
uniform sampler2D u_v4l2cam;
uniform sampler2D u_gradient;
uniform sampler2D u_particle;
in vec2 gTexCoord;
void main()
{
vec2 st = gTexCoord;
st /= 3;
st -= vec2(0.5);
st *= 1.45;
st += vec2(0.5);
st.s += 0.15;
st.t += 0.16;
float thermo = texture2D(u_v4l2cam, st).r;
gl_FragColor = vec4(texture2D(u_gradient, vec2(thermo, 0.5)).rgb, 1);
// gl_FragColor = texture2D(u_particle, gTexCoord);
// gl_FragColor = vec4(1);
}