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glava/shaders/graph.glsl

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985 B
GLSL

/* Vertical scale, larger values will amplify output */
#define VSCALE 300
/* Rendering direction, either -1 (outwards) or 1 (inwards). */
#define DIRECTION 1
/* The `RCOL_OFF`, `LCOL_OFF` AND `LSTEP` definitions are used to calculate
the `COLOR` macro definition for output. You can remove all these values
any simply define the `COLOR` macro yourself. */
/* right color offset */
#define RCOL_OFF (gl_FragCoord.x / 3000)
/* left color offset */
#define LCOL_OFF ((screen.x - gl_FragCoord.x) / 3000)
/* vertical color step */
#define LSTEP (pos / 170)
/* actual color definition */
#define COLOR vec4((0.3 + RCOL_OFF) + LSTEP, 0.6 - LSTEP, (0.3 + LCOL_OFF) + LSTEP, 1)
/* outline color */
#define OUTLINE vec4(0.15, 0.15, 0.15, 1)
/* 1 to invert (vertically), 0 otherwise */
#define INVERT 0
/* Gravity step, overrude frin `smooth_parameters.glsl` */
#request setgravitystep 2.4
/* Smoothing factor, override from `smooth_parameters.glsl` */
#request setsmoothfactor 0.015