ants/src/shaders/screenWorld.frag

26 lines
No EOL
480 B
GLSL

precision highp float;
precision highp int;
in vec2 vUv;
out vec4 FragColor;
uniform sampler2D map;
void main() {
vec4 value = clamp(texture(map, vUv), 0., 1.);
vec3 bg = vec3(0.9);
bg = mix(bg, vec3(0.2, 0.2, 0.8), clamp(value.a, 0., 1.));
bg = mix(bg, vec3(0.8, 0.2, 0.2), clamp(value.b, 0., 1.));
if (value.r == 1.) {
bg = vec3(1, 0.2, 0.2);
}
if (value.g == 1.) {
bg = vec3(0.2, 0.2, 1);
}
FragColor = vec4(bg, 1);
}