diff options
| author | LLLL Colonq <llll@colonq> | 2025-08-15 04:45:02 -0400 |
|---|---|---|
| committer | LLLL Colonq <llll@colonq> | 2025-08-15 04:45:02 -0400 |
| commit | 891a8a79f200413f2b1ac6e158f26163d6c66f64 (patch) | |
| tree | d2ef73072d2c5c8a9661c5a606a7049e3bf35b8e /crates/shader/src/assets | |
| parent | e4ded2c09e6c378040f80e80886aa9c087fe14b4 (diff) | |
Refactor overlay
Diffstat (limited to 'crates/shader/src/assets')
| -rw-r--r-- | crates/shader/src/assets/shaders/throwshade/frag.glsl | 37 | ||||
| -rw-r--r-- | crates/shader/src/assets/shaders/throwshade/vert.glsl | 22 |
2 files changed, 59 insertions, 0 deletions
diff --git a/crates/shader/src/assets/shaders/throwshade/frag.glsl b/crates/shader/src/assets/shaders/throwshade/frag.glsl new file mode 100644 index 0000000..962deac --- /dev/null +++ b/crates/shader/src/assets/shaders/throwshade/frag.glsl @@ -0,0 +1,37 @@ +#version 300 es +precision highp float; + +in vec2 vertex_texcoord; +out vec4 frag_color; + +uniform float opacity; + +uniform vec2 resolution; + +uniform float time; + +uniform float bpm; + +uniform vec2 cursor; + +uniform float chat_time; +uniform float chat_biblicality; + +uniform float tracking_mouth; +uniform vec2 tracking_eyes; +uniform mat4 tracking_neck; + +uniform vec2 emacs_cursor; +uniform vec2 mouse_cursor; + +uniform int heartrate; + +vec4 shade(vec2); + +void main() { + vec2 inverted = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y); + frag_color = shade(inverted); + frag_color.a = clamp(frag_color.a * opacity, 0.0, opacity); +} + +// "The Cutoff" diff --git a/crates/shader/src/assets/shaders/throwshade/vert.glsl b/crates/shader/src/assets/shaders/throwshade/vert.glsl new file mode 100644 index 0000000..e05bbb6 --- /dev/null +++ b/crates/shader/src/assets/shaders/throwshade/vert.glsl @@ -0,0 +1,22 @@ +#version 300 es +precision highp float; + +out vec2 vertex_texcoord; + +void main() { + const vec2 positions[4] = vec2[]( + vec2(-1, -1), + vec2(+1, -1), + vec2(-1, +1), + vec2(+1, +1) + ); + const vec2 coords[4] = vec2[]( + vec2(0, 0), + vec2(1, 0), + vec2(0, 1), + vec2(1, 1) + ); + + vertex_texcoord = coords[gl_VertexID]; + gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0); +} |
