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Compiling
chensiyu123456 edited this page Apr 17, 2023
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#ifdef GL_ES precision mediump float; #endif
uniform vec2 u_resolution; uniform float u_time;
uniform sampler2D u_tex0; uniform vec2 u_tex0Resolution;
#include "lygia/sample/clamp2edge.glsl" #define LAPLACIAN_SAMPLER_FNC(TEX, UV) sampleClamp2edge(TEX, UV) #include "lygia/filter/laplacian.glsl"
#include "lygia/draw/digits.glsl"
void main (void) { vec3 color = vec3(0.0); vec2 pixel = 1.0/u_resolution; vec2 st = gl_FragCoord.xy * pixel;
float ix = floor(st.x * 5.0);
float radius = max(1.0, ix * 3.0);
color += laplacian(u_tex0, st, pixel * radius).rgb * 0.5 + 0.5;
color -= digits(st - vec2(ix/5.0 + 0.01, 0.01), radius, 0.);
color -= step(.99, fract(st.x * 5.0));
gl_FragColor = vec4(color,1.0);
}