Torschiessanlage für den Nachwuchs
Der SCR hat in Kooperation mit der Schreinerei Bolliger aus Gontenschwil eine Torschiessanlage für den SCR insbesondere für unseren Nachwuchs erstellt. Die Nachwuchsförderung ist dem SCR sehr wichtig..🏒🏒💪🙌
Der SCR hat in Kooperation mit der Schreinerei Bolliger aus Gontenschwil eine Torschiessanlage für den SCR insbesondere für unseren Nachwuchs erstellt. Die Nachwuchsförderung ist dem SCR sehr wichtig..🏒🏒💪🙌
// vertex-shader specifies the position of each pixel // uniform: must be assigned before gl.drawArrays() call ; attribute: will receive data from a buffer (only accesible in vertex) ; varying: val asigned by vertex-shader and interpolated then sent to fragment-shader precision mediump float; attribute vec2 a_position; attribute vec2 a_texCoord; uniform vec2 u_resolution; varying vec2 v_texCoord; void main() { // convert the rectangle from pixels to 0.0 to 1.0 vec2 zeroToOne = a_position / u_resolution; // convert from 0->1 to 0->2 vec2 zeroToTwo = zeroToOne 2.0; // convert from 0->2 to -1->+1 (clipspace) vec2 clipSpace = zeroToTwo - 1.0; clipSpace.y = clipSpace.y - 1.0; // to unmirror images gl_Position = vec4(clipSpace, 0, 1); // 1, -1 - best -1, -1 v_texCoord = a_texCoord; // pass the texCoord to the fragment shader }
// fragment-shader specifies the color of each pixel // uniform: must be assigned before gl.drawArrays() call ; attribute: will receive data from a buffer (only accesible in vertex) ; varying: val asigned by vertex-shader and interpolated then sent to fragment-shader precision mediump float; // =========================== Variables =========================== uniform sampler2D u_image; varying vec2 v_texCoord; // passed from the vertex-shader void main() { gl_FragColor = texture2D(u_image, v_texCoord); }
// Source: cyberpunk.net precision mediump float; attribute vec2 a_position; attribute vec2 a_texCoord; uniform vec2 u_resolution; varying vec2 pos; void main() { // convert the rectangle from pixels to 0.0 to 1.0 vec2 zeroToOne = a_position / u_resolution; // convert from 0->1 to 0->2 vec2 zeroToTwo = zeroToOne 2.0; // convert from 0->2 to -1->+1 (clipspace) vec2 clipSpace = zeroToTwo - 1.0; clipSpace.y = clipSpace.y -1.0; // to unmirror images gl_Position = vec4(clipSpace, 0.0, 1.0); pos = a_texCoord; // pass the texCoord to the fragment shader }
// Source: cyberpunk.net // Author: paniq // License: MIT precision mediump float; // =========================== Forward Declare Functions =========================== vec4 getFromColor(vec2 target); vec4 getToColor(vec2 target); vec4 transition(vec2 goal); // =========================== Variables =========================== uniform float progress; uniform float strength; uniform sampler2D last, next; varying vec2 pos; void main(){ gl_FragColor = transition(pos); } vec4 getLastColor(vec2 target) { return texture2D(last, target); } vec4 getNextColor(vec2 target) { return texture2D(next, target); } vec4 transition(vec2 goal) { vec4 lastColor = getLastColor(goal); vec4 nextColor = getNextColor(goal); vec2 lastRGB = (((lastColor.rg + lastColor.b) 0.5) 2.0 - 1.0); vec2 nextRGB = (((nextColor.rg + nextColor.b) 0.5) 2.0 - 1.0); vec2 mixed = mix(lastRGB, nextRGB, 0.5) strength; float remeaning = 1.0 - progress; return mix(getLastColor(goal + mixed progress), getNextColor(goal - mixed * remeaning), progress); }
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