#ifdef GL_ES precision mediump float; #endif in vec4 v_color; in vec2 v_texCoords; uniform sampler2D u_texture; uniform sampler2D u_pattern; uniform vec4 topColor; uniform vec4 bottomColor; uniform float parallax = 0.0; // +1.0: all top col, -1.0: all bototm col, 0.0: normal grad uniform float parallax_size = 1.0/3.0; // 0: no parallax // inverted zoom; this value must set to (1f/zoom) uniform float zoomInv = 1.0; out vec4 fragColor; const float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0 const vec4 quantiser = vec4(quant); const vec4 quantiserDivider = vec4(1.0 / quant); const vec2 boolean = vec2(0.0, 1.0); const vec4 halfvec = vec4(0.5); const vec2 patternsize = vec2(1.0/512.0, 1.0/512.0); vec4 nearestColour(vec4 inColor) { return floor(quantiser * inColor + halfvec) * quantiserDivider; } vec4 getDitherredDot(vec4 inColor) { vec4 bayerThreshold = vec4(texture(u_pattern, gl_FragCoord.xy * patternsize) - 0.5); return nearestColour(inColor + bayerThreshold * quantiserDivider); } void main(void) { float parallaxAdder = 0.5 * (parallax + 1.0) * parallax_size; float scale = fma(v_texCoords.y, 1.0 - parallax_size, parallaxAdder); float zoomSamplePoint = (1.0 - zoomInv) / 2.0;// will never quite exceed 0.5 // I don't even know if it works, and also not sure if I actually want it vec4 newBottom = mix(bottomColor, topColor, zoomSamplePoint); vec4 newTop = mix(topColor, bottomColor, zoomSamplePoint); vec4 inColor = v_color * mix(newBottom, newTop, scale); vec4 selvec = getDitherredDot(inColor); fragColor = selvec; } /* UV mapping coord.y -+ <- 1.0 = D| = // parallax of +1 i| = = s| = // parallax of 0 p| = = .| = // parallax of -1 -+ <- 0.0 = */