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@@ -14,6 +14,7 @@
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uniform sampler2D font;
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uniform sampler2D font;
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uniform float time;
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uniform float time;
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+uniform vec2 resolution;
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in vec2 uv;
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in vec2 uv;
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flat in int glyph_ch;
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flat in int glyph_ch;
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@@ -25,6 +26,11 @@ float map01(float x)
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return (x + 1) / 2.0;
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return (x + 1) / 2.0;
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}
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}
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+vec3 hsl2rgb(vec3 c) {
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+ vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0);
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+ return c.z + c.y * (rgb-0.5)*(1.0-abs(2.0*c.z-1.0));
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+}
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+
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void main() {
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void main() {
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int ch = glyph_ch;
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int ch = glyph_ch;
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if (!(ASCII_DISPLAY_LOW <= ch && ch <= ASCII_DISPLAY_HIGH)) {
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if (!(ASCII_DISPLAY_LOW <= ch && ch <= ASCII_DISPLAY_HIGH)) {
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@@ -39,10 +45,7 @@ void main() {
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vec2 t = pos + size * uv;
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vec2 t = pos + size * uv;
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vec4 tc = texture(font, t);
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vec4 tc = texture(font, t);
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- vec4 rainbow = vec4(
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- map01(sin(time + uv.x)),
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- map01(cos(time + uv.y)),
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- map01(sin(time + uv.x + uv.y)),
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- 1.0);
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+ vec2 frag_uv = gl_FragCoord.xy / resolution;
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+ vec4 rainbow = vec4(hsl2rgb(vec3((time + frag_uv.x + frag_uv.y), 0.5, 0.5)), 1.0);
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gl_FragColor = glyph_bg_color * (1.0 - tc.x) + tc.x * glyph_fg_color * rainbow;
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gl_FragColor = glyph_bg_color * (1.0 - tc.x) + tc.x * glyph_fg_color * rainbow;
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}
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}
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