def main(self): p: g.vec2 = 2. * self.fragcoord p *= 4 p = g.mod(p, 4.0) - 2.0 for i in range(0, 4): p = self.get_p(p) # abs(p) / _gl.dot(p, p) - 0.63 p *= 2.0 p = p / 2.0 de: float = abs(g.dot(p, g.vec2(g.cos(self.iTime), g.sin(self.iTime)))) gl_FragColor = g.vec4(g.vec3(de), 1.0) gl_FragColor = g.texture2D(self.textureObj, self.fragcoord) gl_FragColor = g.vec4(self.fragcoord, 1, 0)
def main(self): gl_FragColor = g.vec4( max( g.dot(g.normalize(self.pixlenormal), g.normalize(self.tolight)), 0.07))
def main(self): self.fragcoord = g.vec2(*self.frag) p: g.vec4 = g.vec4(*self.vetex, 1) * self.trans self.pixlenormal = (g.vec4(*self.normal, 0) * p).xyz self.tolight = (g.vec4(*self.lightp, 0) * p).xyz self.gl_Position = p * self.projectionmatrix
def main(self): self.fragcoord = self.frag gl_Position = g.vec4(self.vetex, 1) * self.trans * self.projectionmatrix