#version 140 // OUT in vec2 vUV; out vec4 fragColor; #include inc_functions.glsl #include inc_cp437.glsl uniform sampler2D iTex0; uniform int iFPS; uniform int iDemo; const int[] demoStr = int[5](0x44, 0x45, 0x4D, 0x4F, 0x00); void main() { // vec2 uv = 1 - vUV; vec2 uv = vUV; vec3 c = texture(iTex0, uv).xyz; c = mix(c, 1. - c, iDemo * write_int(uv * 20., vec2(1.), iFPS, 2)); c = mix(c, 1. - c, iDemo * write_5(uv * 20., vec2(1., 18.), demoStr)); fragColor = vec4(c, 1); }