diff options
Diffstat (limited to 'index.html')
-rw-r--r-- | index.html | 51 |
1 files changed, 0 insertions, 51 deletions
@@ -127,57 +127,6 @@ </style> <meta charset="utf-8"> <meta content="width=device-width,initial-scale=1" name="viewport"> - <script id="main-vertex-shader" type="x-shader/x-vertex"> -attribute vec2 v_pos; -varying vec2 uv; -void main() { - uv = v_pos * 0.5 + 0.5; - gl_Position = vec4(v_pos, 0.0, 1.0); -} - </script> - <script id="main-fragment-shader" type="x-shader/x-fragment"> -#ifdef GL_ES -precision highp float; -#endif - -uniform sampler2D u_texture; -uniform float u_time; -varying vec2 uv; - -void main() { - vec2 u = pow(uv,vec2(1.2 + 0.4 * sin(u_time))); - vec2 k =floor(3.0 * u); - int i = int(k.y * 3.0 + k.x); - if (i == 4) discard; - vec3 sample = texture2D(u_texture, mod(3.0*u, 1.0)).xyz; - float h = mod(float(i) * 5.0, 8.0) / 8.0; - sample = vec3( - mix(sample.x, sample.z, h), - mix(sample.y, sample.x, h), - mix(sample.z, sample.y, h) - ); - gl_FragColor = vec4(mix(sample, vec3(1.0,0.0,0.0), 0.2),1.0); -} - </script> - - <script id="post-vertex-shader" type="x-shader/x-vertex"> -attribute vec2 v_pos; -varying vec2 uv; -void main() { - uv = v_pos * 0.5 + 0.5; - gl_Position = vec4(v_pos, 0.0, 1.0); -} - </script> - <script id="post-fragment-shader" type="x-shader/x-fragment"> -#ifdef GL_ES -precision highp float; -#endif -uniform sampler2D u_texture; -varying vec2 uv; -void main() { - gl_FragColor = texture2D(u_texture, uv); -} - </script> </head> <body> |