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https://github.com/bvanroll/shaders.git
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35 lines
880 B
GLSL
35 lines
880 B
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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mat3 yuv2rgb = mat3(1.,.0,1.13983,
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1.,-.39465,-.58060,
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1.,2.03211,.0);
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mat3 rgb2yuv = mat3(.2125,.7152,.0722,-.09991,-.33609,.43600,.615,-.5586,-.05639);
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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st.x *= u_resolution.x/u_resolution.y;
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st = (st-.5)*2.;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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color = yuv2rgb * vec3(.5,st.x,st.y);
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gl_FragColor = vec4(color, alpha);
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}
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