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@ -15,8 +15,8 @@ uniform float m_Luminance3; |
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uniform float m_Luminance4; |
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uniform float m_Luminance5; |
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uniform int m_LineDistance; |
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uniform int m_LineThickness; |
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uniform float m_LineDistance; |
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uniform float m_LineThickness; |
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void main() { |
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vec4 texVal = getColor(m_Texture, texCoord); |
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@ -25,11 +25,11 @@ void main() { |
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float lum = texVal.r*0.2126 + texVal.g*0.7152 + texVal.b*0.0722; |
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if (lum < m_Luminance1){ |
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if (mod(gl_FragCoord.x + gl_FragCoord.y, m_LineDistance * 2) < m_LineThickness) |
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if (mod(gl_FragCoord.x + gl_FragCoord.y, m_LineDistance * 2.0) < m_LineThickness) |
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linePixel = 1; |
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} |
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if (lum < m_Luminance2){ |
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if (mod(gl_FragCoord.x - gl_FragCoord.y, m_LineDistance * 2) < m_LineThickness) |
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if (mod(gl_FragCoord.x - gl_FragCoord.y, m_LineDistance * 2.0) < m_LineThickness) |
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linePixel = 1; |
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} |
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if (lum < m_Luminance3){ |
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