Files
forge-steel/shaders/frag8.glsl
T

23 lines
660 B
GLSL

// MONITOR
// ---
in vec2 vUV;
out vec4 fragColor;
float s(vec2 uv, float x0, float y0) {
return step(x0, uv.x) * step(-x0 - 1, -uv.x) * step(y0, uv.y) *
step(-y0 - 1, -uv.y);
}
void main() {
vec2 uv = vUV * 3;
fragColor = vec4(0);
fragColor += s(uv,0,2) * texture(tex1, uv);
fragColor += s(uv,1,2) * texture(tex2, uv);
fragColor += s(uv,2,2) * texture(tex3, uv);
fragColor += s(uv,0,1) * texture(tex4, uv);
fragColor += s(uv,1,1) * texture(tex5, uv);
fragColor += s(uv,2,1) * texture(tex6, uv);
fragColor += s(uv,0.5,0) * texture(tex7, uv-vec2(0.5,0));
fragColor += s(uv,1.5,0) * texture(tex0, uv-vec2(0.5,0));
}