mexico shader
#pragma header void main() { vec2 uv = floor(openfl_TextureCoordv * openfl_TextureSize) / openfl_TextureSize; float step_u = 1.0/screenWidth; float step_v = 1.0/screenHeight; vec4 cCenter = flixel_texture2D(bitmap, uv); vec4 cRight = flixel_texture2D(bitmap, uv + vec2(step_u, 0.0)); vec4 cBottom = flixel_texture2D(bitmap, uv + vec2(0.0, step_v)); float _dFdx = length(cCenter-cRight) / step_u; float _dFdy = length(cCenter-cBottom) / step_v; gl_FragColor = cCenter; gl_FragColor.r += _dFdx * 255; gl_FragColor.g += _dFdy * 255; gl_FragColor.b = 0; }
**January 21, 2023 5:10 PM (GMT+1)January 21, 2023 5:10 PM (GMT+1)January 21, 2023 5:10 PM (GMT+1)
deepfry shader
`#pragma header
void main()
{
vec2 uv = floor(openfl_TextureCoordv * openfl_TextureSize) / openfl_TextureSize;
float step_u = 1.0/screenWidth;
float step_v = 1.0/screenHeight;
vec4 cCenter = flixel_texture2D(bitmap, uv);
vec4 cRight = flixel_texture2D(bitmap, uv + vec2(step_u, 0.0));
vec4 cBottom = flixel_texture2D(bitmap, uv + vec2(0.0, step_v));
float _dFdx = length(cCenter-cRight) / step_u;
float _dFdy = length(cCenter-cBottom) / step_v;
gl_FragColor = cCenter;
gl_FragColor.r += _dFdx;
gl_FragColor.g += _dFdy;
}`
### **sanco*January 21, 2023 5:36 PM (GMT+1)*January 21, 2023 5:36 PM (GMT+1)**
mexico shader pero mejor (bordes mas nitidos
`#pragma header
void main()
{
vec2 uv = floor(openfl_TextureCoordv * openfl_TextureSize) / openfl_TextureSize;
float step_u = 1.0/screenWidth;
float step_v = 1.0/screenHeight;
vec4 cCenter = flixel_texture2D(bitmap, uv);
vec4 cRight = flixel_texture2D(bitmap, uv + vec2(step_u, 0.0));
vec4 cBottom = flixel_texture2D(bitmap, uv + vec2(0.0, step_v));
float _dFdx = length(cCenter-cRight) / step_u;
float _dFdy = length(cCenter-cBottom) / step_v;
gl_FragColor = cCenter;
gl_FragColor.r += _dFdx / 255;
gl_FragColor.g += _dFdy / 255;
gl_FragColor.b = 0;
}`
### **sanco*January 21, 2023 7:15 PM (GMT+1)*January 21, 2023 7:15 PM (GMT+1)**
shader con gradiante guapo? (si usar remover las cosas que no se usan)
`const float TAU = 6.28318530;
const float steps = 32.0;
float rad = 20.0;
vec2 uv = floor(openfl_TextureCoordv * openfl_TextureSize) / openfl_TextureSize;
gl_FragColor = vec4(uv.y, 0.0, uv.x, 1.0);
for (float i = 0.0; i < TAU; i += TAU / steps)
{
vec2 offset = vec2(sin(i), cos(i)) * rad;
vec3 col = flixel_texture2D(bitmap, uv + offset).rgb;
//gl_FragColor = mix(gl_FragColor, vec4(1.0), col);
}
vec4 texture = flixel_texture2D(bitmap, uv);
gl_FragColor += texture;`
### **sanco*January 21, 2023 7:56 PM (GMT+1)*January 21, 2023 7:56 PM (GMT+1)**
// [<https://www.shadertoy.com/view/XdlBRH>](<https://www.shadertoy.com/view/XdlBRH>) translated to haxe code by me lol
// this is more like a deepfry shader lol
[**Shadertoy**](<https://www.shadertoy.com/view/XdlBRH>)
