framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / gate_lq.fs
1 out vec4 FragColor;
2
3 uniform float uTime;
4 uniform vec3 uCam;
5 uniform vec2 uInvRes;
6
7 in vec3 aNorm;
8 in vec2 aUv;
9 in vec3 aCo;
10
11 void main()
12 {
13 vec2 ssuv = gl_FragCoord.xy;
14 float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);
15
16 vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
17 float dither = fract( vDither.g / 71.0 ) - 0.5;
18
19 if( opacity+dither<0.5 )
20 discard;
21
22 FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );
23 }