1- #define shadowBase vec3 (0.04 , 0.04 , 0.1 )
2- #define shadowHighlight vec3 (0.07 , 0.07 , 0.08 )
3-
41vec4 process(vec4 inColor) {
5- float luminance = dot (inColor.rgb, vec3 (0.299 , 0.587 , 0.114 ));
6- vec3 grayscaleColor = vec3 (luminance);
2+ float grayscale = 0.2126 * inColor.r + 0.7152 * inColor.g + 0.0722 * inColor.b;
3+
4+ vec3 baseColor = vec3 (grayscale);
5+
6+ vec2 wrappedUV = fract (texCoord0 * 5.0 );
7+ float gradient = sin (wrappedUV.x * 3.14159 ) * sin (wrappedUV.y * 3.14159 );
8+
9+ gradient = (gradient + 1.0 ) * 0.5 ;
10+
11+ vec3 deepPurpleBlue = vec3 (0.1 , 0.1 , 0.2 );
12+ vec3 darkerShade = vec3 (0.05 , 0.05 , 0.1 );
713
8- vec3 shadowColor = mix (shadowBase, shadowHighlight, smoothstep ( 0.3 , 0.7 , luminance) );
14+ vec3 shadowColor = mix (deepPurpleBlue, darkerShade, gradient );
915
10- vec3 finalColor = mix (grayscaleColor , shadowColor, 0.9 );
16+ vec3 finalColor = mix (baseColor , shadowColor, 0.7 );
1117
12- finalColor = finalColor * 1.1 - 0.05 ;
18+ finalColor = finalColor * 0.9 ;
1319
1420 finalColor = clamp (finalColor, 0.0 , 1.0 );
1521
1622 return vec4 (finalColor, inColor.a);
17- }
23+ }
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