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scanlines-sine-abs.glsl
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/*
Scanlines Sine Absolute Value
An ultra light scanline shader
by RiskyJumps
license: public domain
*/
#pragma parameter amp "Amplitude" 1.2500 0.000 2.000 0.05
#pragma parameter phase "Phase" 0.5000 0.000 2.000 0.05
#pragma parameter lines_black "Lines Blacks" 0.0000 0.000 1.000 0.05
#pragma parameter lines_white "Lines Whites" 1.0000 0.000 2.000 0.05
#define freq 0.500000
#define offset 0.000000
#define pi 3.141592654
#ifndef PARAMETER_UNIFORM
#define amp 1.250000
#define phase 0.500000
#define lines_black 0.000000
#define lines_white 1.000000
#endif
#if defined(VERTEX)
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING float angle;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float amp;
uniform COMPAT_PRECISION float phase;
uniform COMPAT_PRECISION float lines_black;
uniform COMPAT_PRECISION float lines_white;
#endif
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
float omega = 2.0 * pi * freq; // Angular frequency
angle = TEX0.y * omega * TextureSize.y + phase;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING float angle;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float amp;
uniform COMPAT_PRECISION float phase;
uniform COMPAT_PRECISION float lines_black;
uniform COMPAT_PRECISION float lines_white;
#endif
void main()
{
vec3 color = COMPAT_TEXTURE(Source, vTexCoord).xyz;
float grid;
float lines;
lines = sin(angle);
lines *= amp;
lines += offset;
lines = abs(lines);
lines *= lines_white - lines_black;
lines += lines_black;
color *= lines;
FragColor = vec4(color.xyz, 1.0);
}
#endif