uniform sampler2D tex; uniform vec2 resolution; uniform float chsize; void main(void){ vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 center = gl_FragCoord.xy / resolution.xy * 2.0-1.0; float k = (gl_FragCoord.x+(gl_FragCoord.y*800.0))/(800.0*600.0); vec3 col=texture2D(tex,vec2(mod(mod(uv.x*chsize,1.0)*chsize,1.0) , mod(mod(uv.y*chsize,1.0)*chsize,1.0) )).rgb; float f=col.r; gl_FragColor = vec4(f,f,f,1.0); }
來取代shader不能讀取外部陣列的困擾..然而目前這方式也還不算完全可行就是.. download
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