OliCromwellOfficial [he/him] to chapotraphouse • 2 years agoIt's been a while, we need a new icebergimagemessage-square164 fedilinkarrow-up1116file-text
arrow-up1116imageIt's been a while, we need a new icebergOliCromwellOfficial [he/him] to chapotraphouse • 2 years agomessage-square164 Commentsfedilinkfile-text
minus-squarePaX [comrade/them, they/them]Mhexbear4·2 years ago moderate amount of GLSL // GLSL shader code for portraying different environments in a Hollywood movie. // Effects vary based on a switch statement that takes a country name. // Includes color desaturation effects that vary based on the country. uniform float time; uniform vec2 resolution; uniform sampler2D texture; void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; // Switch statement for varying effects based on country name. switch(country_name) { case "USA": // USA-specific effects. vec3 color = texture2D(texture, uv).rgb; vec3 sepia_tint = vec3(0.9, 0.8, 0.7); vec3 final_color = mix(color, sepia_tint, 0.2); final_color = mix(final_color, vec3(dot(final_color, vec3(0.2126, 0.7152, 0.0722))), 0.2); // Color desaturation effect. final_color = mix(final_color, vec3(dot(final_color, vec3(0.2126, 0.7152, 0.0722))), 0.2); gl_FragColor = vec4(final_color, 1.0); break; case "China": // China-specific effects. vec3 color = texture2D(texture, uv).rgb; vec3 red_tint = vec3(1.0, 0.2, 0.1); vec3 gray = vec3(0.3, 0.3, 0.3); vec3 final_color = mix(color, gray, 0.5); final_color = mix(final_color, red_tint, 0.2); final_color = mix(final_color, vec3(dot(final_color, vec3(0.2126, 0.7152, 0.0722))), 0.3); // Color desaturation effect. final_color = mix(final_color, vec3(dot(final_color, vec3(0.2126, 0.7152, 0.0722))), 0.3); gl_FragColor = vec4(final_color, 1.0); break; case "Russia": // Russia-specific effects. vec3 color = texture2D(texture, uv).rgb; vec3 gray = vec3(0.3, 0.3, 0.3); vec3 cold_tint = vec3(0.7, 0.8, 0.9); vec3 final_color = mix(color, gray, 0.4); final_color = mix(final_color, cold_tint, 0.2); final_color = mix(final_color, vec3(dot(final_color, vec3(0.2126, 0.7152, 0.0722))), 0.4); // Color desaturation effect. final_color = mix(final_color, vec3(dot(final_color, vec3(0.2126, 0.7152, 0.0722))), 0.4); gl_FragColor = vec4(final_color, 1.0); break; default: // Default effects. gl_FragColor = texture2D(texture, uv); break; } } link
moderate amount of GLSL
// GLSL shader code for portraying different environments in a Hollywood movie. // Effects vary based on a switch statement that takes a country name. // Includes color desaturation effects that vary based on the country. uniform float time; uniform vec2 resolution; uniform sampler2D texture; void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; // Switch statement for varying effects based on country name. switch(country_name) { case "USA": // USA-specific effects. vec3 color = texture2D(texture, uv).rgb; vec3 sepia_tint = vec3(0.9, 0.8, 0.7); vec3 final_color = mix(color, sepia_tint, 0.2); final_color = mix(final_color, vec3(dot(final_color, vec3(0.2126, 0.7152, 0.0722))), 0.2); // Color desaturation effect. final_color = mix(final_color, vec3(dot(final_color, vec3(0.2126, 0.7152, 0.0722))), 0.2); gl_FragColor = vec4(final_color, 1.0); break; case "China": // China-specific effects. vec3 color = texture2D(texture, uv).rgb; vec3 red_tint = vec3(1.0, 0.2, 0.1); vec3 gray = vec3(0.3, 0.3, 0.3); vec3 final_color = mix(color, gray, 0.5); final_color = mix(final_color, red_tint, 0.2); final_color = mix(final_color, vec3(dot(final_color, vec3(0.2126, 0.7152, 0.0722))), 0.3); // Color desaturation effect. final_color = mix(final_color, vec3(dot(final_color, vec3(0.2126, 0.7152, 0.0722))), 0.3); gl_FragColor = vec4(final_color, 1.0); break; case "Russia": // Russia-specific effects. vec3 color = texture2D(texture, uv).rgb; vec3 gray = vec3(0.3, 0.3, 0.3); vec3 cold_tint = vec3(0.7, 0.8, 0.9); vec3 final_color = mix(color, gray, 0.4); final_color = mix(final_color, cold_tint, 0.2); final_color = mix(final_color, vec3(dot(final_color, vec3(0.2126, 0.7152, 0.0722))), 0.4); // Color desaturation effect. final_color = mix(final_color, vec3(dot(final_color, vec3(0.2126, 0.7152, 0.0722))), 0.4); gl_FragColor = vec4(final_color, 1.0); break; default: // Default effects. gl_FragColor = texture2D(texture, uv); break; } }