precision mediump float; varying vec2 position; uniform sampler2D webcam; void main() { vec4 color = texture2D(webcam, position); gl_FragColor.r = color.r; gl_FragColor.g = color.g; gl_FragColor.b = color.b; gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform sampler2D webcam; void main() { vec4 color = texture2D(webcam, position); gl_FragColor.r = color.r; gl_FragColor.g = 0.; gl_FragColor.b = 0.; gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform sampler2D webcam; void main() { vec4 color = texture2D(webcam, position); gl_FragColor.r = color.r; gl_FragColor.g = color.g; gl_FragColor.b = 1. - color.b; gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform sampler2D webcam; void main() { vec4 color = texture2D(webcam, position); gl_FragColor.r = 1. - color.r; gl_FragColor.g = 1. - color.g; gl_FragColor.b = 1. - color.b; gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform sampler2D webcam; void main() { vec4 color = texture2D(webcam, position); float average = (color.r + color.g + color.b) / 3.; gl_FragColor.r = average; gl_FragColor.g = average; gl_FragColor.b = average; gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform sampler2D webcam; float wave(float x, float amount) { return (sin(x * amount) + 1.) * .5; } void main() { vec4 color = texture2D(webcam, position); gl_FragColor.r = wave(color.r, 10.); gl_FragColor.g = wave(color.g, 20.); gl_FragColor.b = wave(color.b, 40.); gl_FragColor.a = 1.; }