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cool-retro-term/app/shaders/burn_in.frag
Filippo Scognamiglio d10fe84c3a Fix many smaller issues.
2026-01-08 22:37:36 +01:00

37 lines
945 B
GLSL

#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform ubuf {
mat4 qt_Matrix;
float qt_Opacity;
float burnInLastUpdate;
float burnInTime;
float prevLastUpdate;
};
layout(binding = 1) uniform sampler2D txt_source;
layout(binding = 2) uniform sampler2D burnInSource;
float rgb2grey(vec3 v) {
return dot(v, vec3(0.21, 0.72, 0.04));
}
void main() {
vec2 coords = qt_TexCoord0;
vec3 txtColor = texture(txt_source, coords).rgb;
vec4 accColor = texture(burnInSource, coords);
float prevMask = accColor.a;
float blurDecay = clamp((burnInLastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0);
blurDecay = max(0.0, blurDecay - prevMask);
vec3 color = max(accColor.rgb - vec3(blurDecay), txtColor);
float currMask = step(rgb2grey(color), rgb2grey(txtColor));
fragColor = vec4(color, currMask) * qt_Opacity;
}