- UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour" })
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" })
+)
+
+SHADER_DEFINE( shader_background,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform mat3 uPv;"
+ "uniform vec3 uOffset;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
+ "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
+ "aTexCoords = world_pos * 0.25;"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "vec2 hash22(vec2 p)"
+ "{"
+ "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
+ "p3 += dot(p3, p3.yzx+33.33);"
+ "return fract((p3.xx+p3.yz)*p3.zy);"
+ "}"
+ ""
+ "void main()"
+ "{"
+ "vec2 random_offset = floor( hash22( floor( aTexCoords * 4.0 ) ) * 4.0 ) * 0.25;"
+ "vec4 background = texture( uTexMain, aTexCoords );"
+ "FragColor = vec4( background.rgb * (1.0+random_offset.r*0.015), 1.0 );"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uOffset", "uTexMain" })