13 lines
293 B
GLSL
13 lines
293 B
GLSL
#define pi (3.1415926538)
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#define brightness (0.1)
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const vec2 uvs[4] = vec2[](vec2(0, 0), vec2(0, 1), vec2(1, 1), vec2(1, 0));
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float edge(vec2 uv) {
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return (1 - brightness) + sin(pi * uv.x) * sin(pi * uv.y);
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}
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vec2 scale(vec2 pos, vec2 size) {
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pos *= floor(size);
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return pos;
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}
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