| 1234567891011121314151617181920212223242526 |
- uniform sampler2D sceneTex; // 0
- float vx_offset = 0.5;
- float rt_w = 500.0;
- float rt_h = 500.0;
- float pixel_w = 15.0;
- float pixel_h = 10.0;
- void main()
- {
- vec2 uv = gl_TexCoord[ 0 ].xy;
- vec3 tc = vec3( 1.0, 0.0, 0.0 );
- if( uv.x < ( vx_offset - 0.005 ) )
- {
- float dx = pixel_w * ( 1. / rt_w );
- float dy = pixel_h * ( 1. / rt_h );
- vec2 coord = vec2( dx * floor( uv.x/dx ), dy * floor( uv.y / dy ));
- tc = texture2D( sceneTex, coord ).rgb;
- }
- else if( uv.x >= ( vx_offset + 0.005 ) )
- {
- tc = texture2D( sceneTex, uv ).rgb;
- }
- gl_FragColor = vec4( tc, 1.0 );
- }
|