32 lines
645 B
GLSL
32 lines
645 B
GLSL
#version 300 es
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precision mediump float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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out vec4 FragColor;
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uniform mediump float time;
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const float display_framerate = 60.0;
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const vec2 display_resolution = vec2(2520.0, 1680.0);
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const float gamma = 1.0;
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float rand(vec2 uv, float t) {
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return fract(sin(dot(uv, vec2(1225.6548, 321.8942))) * 4251.4865 + t);
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}
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float Sigmoid(float x) { return 1.0 / (1.0 + (exp(-(x - 0.5) * 14.0))); }
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void main() {
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vec4 color = texture(tex, v_texcoord);
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color = vec4(Sigmoid(color.r), Sigmoid(color.g), Sigmoid(color.b), 1.0);
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color = pow(color, vec4(gamma));
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color.a = 1.0;
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FragColor = color;
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}
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