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authorpommicket <pommicket@gmail.com>2022-11-03 19:48:26 -0400
committerpommicket <pommicket@gmail.com>2022-11-03 19:48:26 -0400
commit7a2b3ea8c13657ef697d0b4dc73ccada23f81039 (patch)
tree0b3702b9bce4536047525d2f472a937d6e06d039 /ted.cfg
parent4d995edfdde5953bc5669c54b1194be40a3641f2 (diff)
custom shader texture
Diffstat (limited to 'ted.cfg')
-rw-r--r--ted.cfg4
1 files changed, 4 insertions, 0 deletions
diff --git a/ted.cfg b/ted.cfg
index 0c142b1..4b815f6 100644
--- a/ted.cfg
+++ b/ted.cfg
@@ -42,6 +42,7 @@ regenerate-tags-if-not-found = yes
# t_aspect - (window_width / window_height, 1)
# t_time - current time in seconds, modulo 3600
# t_save_time - time since last save, in seconds.
+# t_texture - a texture, made with your choice of image
# if you want your shader supported no matter what, only use stuff from GLSL version 110.
# on non-ancient computers, you should be able to use GLSL version 130.
# bg-shader = "void main() {
@@ -51,6 +52,9 @@ regenerate-tags-if-not-found = yes
# vec4 color = vec4(r, g, 1.0 - t_save_time, 0.2);
# gl_FragColor = clamp(color, 0.0, 1.0);
# }"
+# here's an example using a texture:
+# bg-texture = "/path/to/my/cool/picture.jpg" (or .png, .gif, .bmp)
+# bg-shader = "void main() { gl_FragColor = texture2D(t_texture, t_pos) * vec4(1.0,1.0,1.0,0.2); }"
[keyboard]
# motion and selection