Merge pull request #3 from thegtproject/shader-examples

added shader examples
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Michal Štrba 2018-10-10 13:43:04 +02:00 committed by GitHub
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*.exe
.vscode

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MIT License
Copyright (c) 2018 thegtproject
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# Examples for Pixel's new custom fragment shader support
A few examples on how to implement custom shaders in Pixel. Please note I am not good with graphics, so hopefully someone more talented than I come up with better demos soon :)
## fast radial blurring effect
![](/fastblur.gif)
## long exposure-ish effect
![](/exposure.gif)
## grayscale (from wiki tutorial)
![](/grayscale.png)
## wavy (from wiki tutorial)
![](/wavy.gif)

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#version 330 core
// Keep in mind, I have very little idea what I'm doing when it comes
// to these shaders, so take what you see here with a grain of salt.
out vec4 fragColor;
// Pixel default uniforms
uniform vec4 uTexBounds;
uniform sampler2D uTexture;
uniform sampler2D uBackBuffer;
// Our custom uniforms
uniform float uAmount;
void main() {
// It is often very useful to normalize the fragment coordinate. Usually
// represented as "uv" we do so here:
vec2 uv = gl_FragCoord.xy / uTexBounds.zw;
fragColor = texture(uTexture, uv);
// uAmount is programmed to be adjustable with the left and right keys
// inside of Pixel
fragColor *= texture(uBackBuffer, uv).a * uAmount;
}

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#version 330 core
// base shader code from https://www.shadertoy.com/view/XssSDs
in vec2 vTexCoords;
out vec4 fragColor;
// Pixel default uniforms
uniform vec4 uTexBounds;
uniform sampler2D uTexture;
// Our custom uniforms
uniform float uTime;
uniform vec4 uMouse;
vec2 Circle(float Start, float Points, float Point)
{
float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start);
return vec2(sin(Rad), cos(Rad));
}
void main()
{
// It is often very useful to normalize the fragment coordinate. Usually
// represented as "uv" we do so here:
//
// Normalize the fragments's position, this is the location we use to sample
// our two textures/buffers. Note: Pixel passes resolution info through
// uTexBounds.zw (x, y)
vec2 uv = gl_FragCoord.xy / uTexBounds.zw;
vec2 PixelOffset = 1.0 / uTexBounds.zw;
float Start = 4.0 / 14.0;
vec2 Scale = 0.66 * 4.0 * 2.0 * PixelOffset.xy;
vec3 N0 = texture(uTexture, uv + Circle(Start, 14.0, 0.0) * Scale).rgb;
vec3 N1 = texture(uTexture, uv + Circle(Start, 14.0, 1.0) * Scale).rgb;
vec3 N2 = texture(uTexture, uv + Circle(Start, 14.0, 2.0) * Scale).rgb;
vec3 N3 = texture(uTexture, uv + Circle(Start, 14.0, 3.0) * Scale).rgb;
vec3 N4 = texture(uTexture, uv + Circle(Start, 14.0, 4.0) * Scale).rgb;
vec3 N5 = texture(uTexture, uv + Circle(Start, 14.0, 5.0) * Scale).rgb;
vec3 N6 = texture(uTexture, uv + Circle(Start, 14.0, 6.0) * Scale).rgb;
vec3 N7 = texture(uTexture, uv + Circle(Start, 14.0, 7.0) * Scale).rgb;
vec3 N8 = texture(uTexture, uv + Circle(Start, 14.0, 8.0) * Scale).rgb;
vec3 N9 = texture(uTexture, uv + Circle(Start, 14.0, 9.0) * Scale).rgb;
vec3 N10 = texture(uTexture, uv + Circle(Start, 14.0, 10.0) * Scale).rgb;
vec3 N11 = texture(uTexture, uv + Circle(Start, 14.0, 11.0) * Scale).rgb;
vec3 N12 = texture(uTexture, uv + Circle(Start, 14.0, 12.0) * Scale).rgb;
vec3 N13 = texture(uTexture, uv + Circle(Start, 14.0, 13.0) * Scale).rgb;
vec3 N14 = texture(uTexture, uv).rgb;
float W = 1.0 / 15.0;
vec3 color = vec3(0,0,0);
color.rgb =
(N0 * W) +
(N1 * W) +
(N2 * W) +
(N3 * W) +
(N4 * W) +
(N5 * W) +
(N6 * W) +
(N7 * W) +
(N8 * W) +
(N9 * W) +
(N10 * W) +
(N11 * W) +
(N12 * W) +
(N13 * W) +
(N14 * W);
// curTexColor is the value of the current fragment color
// from Pixel's (the library) input texture.
vec4 curTexColor = texture(uTexture, uv);
float xvalue = 0.0;
// Left mouse button is currently pressed
if (uMouse[2] == 1.0) xvalue = uMouse[0] / uTexBounds.z;
if(uv.x < xvalue)
{
color.rgb = curTexColor.rgb;
}
// Draw a black verticle line between our two halves
// to distinguish unblurred and blurred
if(abs(uv.x - xvalue) < 0.0015)
color = vec3(0.0);
fragColor = vec4(color.rgb, 1.0);
}

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package main
//
// This example is my (thegtproject) own creation... I am not a designer- you've been warned.
// This is an attempt at performing a sort of "long-exposure" post effect.
// See ../assets/shaders/fastblur.frag.glsl for more details and comments
//
import (
"fmt"
"image/color"
"math"
"time"
"github.com/faiface/pixel"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
)
var (
g = 0.1
r1 = 180.0
r2 = 90.0
m1 = 32.0
m2 = 8.0
a1v = 0.0
a2v = 0.0
a1, a2 = a1a2DefaultValues()
)
func run() {
win, err := pixelgl.NewWindow(pixelgl.WindowConfig{
Bounds: pixel.R(0, 0, 600, 310),
VSync: true,
})
if err != nil {
panic(err)
}
CenterWindow(win)
win.SetSmooth(true)
modelMatrix := pixel.IM.ScaledXY(pixel.ZV, pixel.V(1, -1)).Moved(pixel.V(300, 300))
viewMatrix := pixel.IM.Moved(win.Bounds().Center())
// I am putting all shader example initializing stuff here for
// easier reference to those learning to use this functionality
fragSource, err := LoadFileToString("../assets/shaders/exposure.frag.glsl")
if err != nil {
panic(err)
}
// Here we setup our uniforms. Think of uniforms as global variables
// we can use inside of our fragment shader source code.
var uTimeVar float32
// We'll change this variable around with the arrow keys
var uAmountVar float32 = 0.2
// We will update these uniforms often, so use pointer
EasyBindUniforms(win.Canvas(),
"uTime", &uTimeVar,
"uAmount", &uAmountVar,
)
// Since we are making a post effect, we want to apply the shader
// to the entire final render. We will use an intermediate canvas
// to complete the draw frame and then draw the canvas to the window's
// canvas for shader processing. Otherwise, our shader would only be
// running on active vertex positions, in this case, only the line
// and circle draws generated by IMDraw.
intermediatecanvas := pixelgl.NewCanvas(win.Bounds())
intermediatecanvas.SetMatrix(modelMatrix)
wc := win.Canvas()
wc.SetFragmentShader(fragSource)
sqrPos := win.Bounds().Moved(pixel.V(-300, -10))
start := time.Now()
for !win.Closed() {
// Update our uniform variables
uTimeVar = float32(time.Since(start).Seconds())
switch {
case win.Pressed(pixelgl.KeyLeft):
uAmountVar -= 0.001
win.SetTitle(fmt.Sprint(uAmountVar))
case win.Pressed(pixelgl.KeyRight):
uAmountVar += 0.001
win.SetTitle(fmt.Sprint(uAmountVar))
}
win.SetClosed(win.JustPressed(pixelgl.KeyEscape) || win.JustPressed(pixelgl.KeyQ))
if win.JustPressed(pixelgl.KeySpace) {
a1, a2 = a1a2DefaultValues()
}
a, b := update()
imd := imdraw.New(nil)
// Clearing the background color with a filled rectangle so that
// opengl will include the entire space in shader processing instead
// of just where the shape objects are drawn.
imd.Color = color.NRGBA{44, 44, 84, 255}
imd.Push(sqrPos.Min, sqrPos.Max)
imd.Rectangle(0)
imd.Color = color.NRGBA{64, 64, 122, 255}
imd.Push(pixel.ZV, a, b)
imd.Line(3)
imd.Color = color.NRGBA{51, 217, 178, 255}
imd.Push(a)
imd.Circle(m1/2, 0)
imd.Color = color.NRGBA{255, 0, 0, 255}
imd.Push(b)
imd.Circle(m2/2, 0)
imd.Draw(intermediatecanvas)
intermediatecanvas.Draw(win, viewMatrix)
win.Update()
}
}
func update() (pixel.Vec, pixel.Vec) {
a1a := a1aCalculation()
a2a := a2aCalculation()
a1v += a1a
a2v += a2a
a1 += a1v
a2 += a2v
a1v *= 0.9996
a2v *= 0.9996
a := pixel.V(r1*math.Sin(a1), r1*math.Cos(a1))
b := pixel.V(a.X+r2*math.Sin(a2), a.Y+r2*math.Cos(a2))
return a, b
}
func main() {
pixelgl.Run(run)
}
func a1a2DefaultValues() (float64, float64) {
return math.Pi / 2, math.Pi / 3
}
func a1aCalculation() float64 {
num1 := -g * (2*m1 + m2) * math.Sin(a1)
num2 := -m2 * g * math.Sin(a1-2*a2)
num3 := -2 * math.Sin(a1-a2) * m2
num4 := a2v*a2v*r2 + a1v*a1v*r1*math.Cos(a1-a2)
den := r1 * (2*m1 + m2 - m2*math.Cos(2*a1-2*a2))
return (num1 + num2 + num3*num4) / den
}
func a2aCalculation() float64 {
num1 := 2 * math.Sin(a1-a2)
num2 := (a1v * a1v * r1 * (m1 + m2))
num3 := g * (m1 + m2) * math.Cos(a1)
num4 := a2v * a2v * r2 * m2 * math.Cos(a1-a2)
den := r2 * (2*m1 + m2 - m2*math.Cos(2*a2-2*a2))
return (num1 * (num2 + num3 + num4)) / den
}

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package main
import (
"io/ioutil"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
)
// Pixel Shader utility functions
// EasyBindUniforms does all the work for you, just pass in a
// valid array adhering to format: String, Variable, ...
//
// example:
//
// var uTimeVar float32
// var uMouseVar mgl32.Vec4
//
// EasyBindUniforms(win.GetCanvas(),
// "uTime", &uTimeVar,
// "uMouse", &uMouseVar,
// )
//
func EasyBindUniforms(c *pixelgl.Canvas, unifs ...interface{}) {
if len(unifs)%2 != 0 {
panic("needs to be divisable by 2")
}
for i := 0; i < len(unifs); i += 2 {
c.SetUniform(unifs[i+0].(string), unifs[i+1])
}
}
// CenterWindow will... center the window
func CenterWindow(win *pixelgl.Window) {
x, y := pixelgl.PrimaryMonitor().Size()
width, height := win.Bounds().Size().XY()
win.SetPos(
pixel.V(
x/2-width/2,
y/2-height/2,
),
)
}
// LoadFileToString loads the contents of a file into a string
func LoadFileToString(filename string) (string, error) {
b, err := ioutil.ReadFile(filename)
if err != nil {
return "", err
}
return string(b), nil
}

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package main
//
// This example will show you how to port a shader you find from shadertoy.com
// to Pixel. See ../assets/shaders/fastblur.frag.glsl for more details and comments
//
import (
"image/color"
"math"
"time"
"github.com/faiface/pixel"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
"github.com/go-gl/mathgl/mgl32"
)
var (
g = 0.1
r1 = 180.0
r2 = 90.0
m1 = 32.0
m2 = 8.0
a1v = 0.0
a2v = 0.0
a1, a2 = a1a2DefaultValues()
)
func run() {
win, err := pixelgl.NewWindow(pixelgl.WindowConfig{
Bounds: pixel.R(0, 0, 600, 310),
VSync: true,
})
if err != nil {
panic(err)
}
CenterWindow(win)
win.SetSmooth(true)
modelMatrix := pixel.IM.ScaledXY(pixel.ZV, pixel.V(1, -1)).Moved(pixel.V(300, 300))
viewMatrix := pixel.IM.Moved(win.Bounds().Center())
// I am putting all shader example initializing stuff here for
// easier reference to those learning to use this functionality
fragSource, err := LoadFileToString("../assets/shaders/fastblur.frag.glsl")
if err != nil {
panic(err)
}
// Here we setup our uniforms. Think of uniforms as global variables
// we can use inside of our fragment shader source code.
var uTimeVar float32
// It is common to provide a vec4 for a "mouse" uniform where
// uMouse[0] = X, uMouse[1] = Y, uMouse[2] = left mouse button,
// and uMouse[3] = right mouse button.
var uMouseVar mgl32.Vec4
// We will update these uniforms often, so use pointer
EasyBindUniforms(win.Canvas(),
"uTime", &uTimeVar,
"uMouse", &uMouseVar,
)
// Since we are making a post effect, we want to apply the shader
// to the entire final render. We will use an intermediate canvas
// to complete the draw frame and then draw the canvas to the window's
// canvas for shader processing. Otherwise, our shader would only be
// running on active vertex positions, in this case, only the line
// and circle draws generated by IMDraw.
intermediatecanvas := pixelgl.NewCanvas(win.Bounds())
intermediatecanvas.SetMatrix(modelMatrix)
wc := win.Canvas()
wc.SetFragmentShader(fragSource)
sqrPos := win.Bounds().Moved(pixel.V(-300, -10))
start := time.Now()
for !win.Closed() {
// Update our uniform variables
uTimeVar = float32(time.Since(start).Seconds())
uMouseVar[0] = float32(win.MousePosition().X)
uMouseVar[1] = float32(win.MousePosition().Y)
if win.Pressed(pixelgl.MouseButton1) {
uMouseVar[2] = 1.0
} else {
uMouseVar[2] = 0.0
}
if win.Pressed(pixelgl.MouseButton2) {
uMouseVar[3] = 1.0
} else {
uMouseVar[3] = 0.0
}
win.SetClosed(win.JustPressed(pixelgl.KeyEscape) || win.JustPressed(pixelgl.KeyQ))
if win.JustPressed(pixelgl.KeySpace) {
a1, a2 = a1a2DefaultValues()
}
a, b := update()
imd := imdraw.New(nil)
// Clearing the background color with a filled rectangle so that
// opengl will include the entire space in shader processing instead
// of just where the shape objects are drawn.
imd.Color = color.NRGBA{44, 44, 84, 255}
imd.Push(sqrPos.Min, sqrPos.Max)
imd.Rectangle(0)
imd.Color = color.NRGBA{64, 64, 122, 255}
imd.Push(pixel.ZV, a, b)
imd.Line(3)
imd.Color = color.NRGBA{51, 217, 178, 255}
imd.Push(a)
imd.Circle(m1/2, 0)
imd.Color = color.NRGBA{52, 172, 224, 255}
imd.Push(b)
imd.Circle(m2/2, 0)
imd.Draw(intermediatecanvas)
intermediatecanvas.Draw(win, viewMatrix)
win.Update()
}
}
func update() (pixel.Vec, pixel.Vec) {
a1a := a1aCalculation()
a2a := a2aCalculation()
a1v += a1a
a2v += a2a
a1 += a1v
a2 += a2v
a1v *= 0.9996
a2v *= 0.9996
a := pixel.V(r1*math.Sin(a1), r1*math.Cos(a1))
b := pixel.V(a.X+r2*math.Sin(a2), a.Y+r2*math.Cos(a2))
return a, b
}
func main() {
pixelgl.Run(run)
}
func a1a2DefaultValues() (float64, float64) {
return math.Pi / 2, math.Pi / 3
}
func a1aCalculation() float64 {
num1 := -g * (2*m1 + m2) * math.Sin(a1)
num2 := -m2 * g * math.Sin(a1-2*a2)
num3 := -2 * math.Sin(a1-a2) * m2
num4 := a2v*a2v*r2 + a1v*a1v*r1*math.Cos(a1-a2)
den := r1 * (2*m1 + m2 - m2*math.Cos(2*a1-2*a2))
return (num1 + num2 + num3*num4) / den
}
func a2aCalculation() float64 {
num1 := 2 * math.Sin(a1-a2)
num2 := (a1v * a1v * r1 * (m1 + m2))
num3 := g * (m1 + m2) * math.Cos(a1)
num4 := a2v * a2v * r2 * m2 * math.Cos(a1-a2)
den := r2 * (2*m1 + m2 - m2*math.Cos(2*a2-2*a2))
return (num1 * (num2 + num3 + num4)) / den
}

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package main
import (
"io/ioutil"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
)
// Pixel Shader utility functions
// EasyBindUniforms does all the work for you, just pass in a
// valid array adhering to format: String, Variable, ...
//
// example:
//
// var uTimeVar float32
// var uMouseVar mgl32.Vec4
//
// EasyBindUniforms(win.GetCanvas(),
// "uTime", &uTimeVar,
// "uMouse", &uMouseVar,
// )
//
func EasyBindUniforms(c *pixelgl.Canvas, unifs ...interface{}) {
if len(unifs)%2 != 0 {
panic("needs to be divisable by 2")
}
for i := 0; i < len(unifs); i += 2 {
c.SetUniform(unifs[i+0].(string), unifs[i+1])
}
}
// CenterWindow will... center the window
func CenterWindow(win *pixelgl.Window) {
x, y := pixelgl.PrimaryMonitor().Size()
width, height := win.Bounds().Size().XY()
win.SetPos(
pixel.V(
x/2-width/2,
y/2-height/2,
),
)
}
// LoadFileToString loads the contents of a file into a string
func LoadFileToString(filename string) (string, error) {
b, err := ioutil.ReadFile(filename)
if err != nil {
return "", err
}
return string(b), nil
}

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package main
import (
"image/png"
"os"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
)
var gopherimg *pixel.Sprite
func gameloop(win *pixelgl.Window) {
win.Canvas().SetFragmentShader(fragmentShader)
for !win.Closed() {
win.Clear(pixel.RGB(0, 0, 0))
gopherimg.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
win.Update()
}
}
func run() {
cfg := pixelgl.WindowConfig{
Title: "Pixel Rocks!",
Bounds: pixel.R(0, 0, 325, 348),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
f, err := os.Open("../assets/images/thegopherproject.png")
if err != nil {
panic(err)
}
img, err := png.Decode(f)
if err != nil {
panic(err)
}
pd := pixel.PictureDataFromImage(img)
gopherimg = pixel.NewSprite(pd, pd.Bounds())
gameloop(win)
}
func main() {
pixelgl.Run(run)
}
var fragmentShader = `
#version 330 core
in vec2 vTexCoords;
out vec4 fragColor;
uniform vec4 uTexBounds;
uniform sampler2D uTexture;
void main() {
// Get our current screen coordinate
vec2 t = (vTexCoords - uTexBounds.xy) / uTexBounds.zw;
// Sum our 3 color channels
float sum = texture(uTexture, t).r;
sum += texture(uTexture, t).g;
sum += texture(uTexture, t).b;
// Divide by 3, and set the output to the result
vec4 color = vec4( sum/3, sum/3, sum/3, 1.0);
fragColor = color;
}
`

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package main
import (
"image/png"
"os"
"time"
"github.com/thegtproject/pixel/imdraw"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
)
var gopherimg *pixel.Sprite
var imd *imdraw.IMDraw
var uTime, uSpeed float32
func gameloop(win *pixelgl.Window) {
win.Canvas().SetUniform("uTime", &uTime)
win.Canvas().SetUniform("uSpeed", &uSpeed)
uSpeed = 5.0
win.Canvas().SetFragmentShader(fragmentShader)
start := time.Now()
for !win.Closed() {
win.Clear(pixel.RGB(0, 0, 0))
gopherimg.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
uTime = float32(time.Since(start).Seconds())
if win.Pressed(pixelgl.KeyRight) {
uSpeed += 0.1
}
if win.Pressed(pixelgl.KeyLeft) {
uSpeed -= 0.1
}
win.Update()
}
}
func run() {
cfg := pixelgl.WindowConfig{
Title: "Pixel Rocks!",
Bounds: pixel.R(0, 0, 325, 348),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
f, err := os.Open("../assets/images/thegopherproject.png")
if err != nil {
panic(err)
}
img, err := png.Decode(f)
if err != nil {
panic(err)
}
pd := pixel.PictureDataFromImage(img)
gopherimg = pixel.NewSprite(pd, pd.Bounds())
gameloop(win)
}
func main() {
pixelgl.Run(run)
}
var fragmentShader = `
#version 330 core
out vec4 fragColor;
uniform sampler2D uTexture;
uniform vec4 uTexBounds;
// custom uniforms
uniform float uSpeed;
uniform float uTime;
void main() {
vec2 t = gl_FragCoord.xy / uTexBounds.zw;
vec3 influence = texture(uTexture, t).rgb;
if (influence.r + influence.g + influence.b > 0.3) {
t.y += cos(t.x * 40.0 + (uTime * uSpeed))*0.005;
t.x += cos(t.y * 40.0 + (uTime * uSpeed))*0.01;
}
vec3 col = texture(uTexture, t).rgb;
fragColor = vec4(col * vec3(0.6, 0.6, 1.2),1.0);
}
`