diff options
Diffstat (limited to 'src/shader.frag')
-rw-r--r-- | src/shader.frag | 46 |
1 files changed, 5 insertions, 41 deletions
diff --git a/src/shader.frag b/src/shader.frag index 4702e65..203bf3b 100644 --- a/src/shader.frag +++ b/src/shader.frag @@ -1,10 +1,12 @@ #version 450 layout(location = 0) in vec3 fragColor; -layout(location = 1) in vec2 fragPos; +layout(location = 1) in vec2 fragTexCoord; layout(location = 0) out vec4 outColor; +layout(binding = 1) uniform sampler2D texSampler; + layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; @@ -12,45 +14,7 @@ layout(binding = 0) uniform UniformBufferObject { vec2 resolution; } ubo; -// vec4 ubo_proj(vec2 v) { -// return ubo.proj * ubo.view * ubo.model * vec4(v, 0.0, 1.0); -// } - -// void main() { -// // float x = gl_FragCoord.x / ubo.resolution.x; -// // float y = gl_FragCoord.y / ubo.resolution.y; -// float x = ubo_proj(vec2(gl_FragCoord.x, gl_FragCoord.y)).x / ubo.resolution.x; -// float y = ubo_proj(vec2(gl_FragCoord.x, gl_FragCoord.y)).y / ubo.resolution.y; -// //bool colored = mod(gl_FragCoord.x, 10) > 9 || mod(gl_FragCoord.y, 10) > 9; -// bool colored = mod(x,0.1) > 0.09 || mod(y, 0.1) > 0.09; -// if (colored) { -// outColor = vec4(gl_FragCoord.x / ubo.resolution.x, gl_FragCoord.y / ubo.resolution.y, 1.0, 1.0); -// } else { -// outColor = vec4(0,0,0, 1.0); -// } -// //outColor = vec4(fragColor, 1.0); -// } -vec3 mandel(vec2 z0) { - float k = 0.0; - vec2 z = vec2(0.0); - for(int i = 0; i < 420; ++i) { - z = vec2(z.x*z.x-z.y*z.y, z.x*z.y*2.0) + z0; - if (length(z) > 20.0) break; - k += 1.0; - } - float mu = k + 1.0 - log2(log(length(z))); - return sin(mu*0.1 + vec3(0.0,0.5,1.0)); -} void main() { - float ar = ubo.resolution.x / ubo.resolution.y; - vec2 uv = gl_FragCoord.xy / ubo.resolution.yy - vec2(0.66 * ar, 0.5); - // uv = uv * 2.0 + vec2(-0.3, 0.0); - float p = 30.0; - float t = mod(13.0, p); - if (t > p/2.0) t = p - t; - float scale = 0.5 + pow(2.0, t); - vec2 offset = vec2(-1.36799, .01); - uv += offset*scale; - uv /= scale; - outColor = vec4(mandel(uv), 1.0); + //outColor = vec4(fragColor * texture(texSampler, fragTexCoord).rgb, 1.0); + outColor = texture(texSampler, fragTexCoord); } |