27 lines
696 B
GLSL
27 lines
696 B
GLSL
// SRC B
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// ---------
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// IN: 0 / 2
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// OUT: 4
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in vec2 vUV;
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layout(location = 4) out vec3 fragColor;
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void main() {
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = uv0 * vec2(ratio, 1);
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vec2 uv2 = uv1 * 20;
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// uv2 = mod(uv2, 1);
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bool v = false;
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v = v || iFPS > 99 && char(uv2 - vec2(0.5, 0.5), 0x30 + (iFPS % 1000) / 100);
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v = v || iFPS > 9 && char(uv2 - vec2(1.5, 0.5), 0x30 + (iFPS % 100) / 10);
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v = v || char(uv2 - vec2(2.5, 0.5), 0x30 + (iFPS % 10));
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v = v || char(uv2 - vec2(4.0, 0.5), 0x66);
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v = v || char(uv2 - vec2(5.0, 0.5), 0x70);
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v = v || char(uv2 - vec2(6.0, 0.5), 0x73);
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fragColor = vec3(v ? 1 : 0);
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} |