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keyquest.glsl
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keyquest.glsl
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// Created by TekF - https://www.shadertoy.com/view/XdS3RV
// Adapted for VS Code Shadertoy
#iKeyboard
#iChannel0 "https://i.imgur.com/lX8OAQV.jpg"
#iChannel1 "https://farm5.static.flickr.com/4541/38604095012_ab7a81b807_b.jpg"
// Ben Quantock 2014
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// fit a coordinate system to xx
vec4 screen; // coord*screen.z+screen.xy, coord e [-screen.w,screen.w
vec2 pixel;
vec2 fragCoord;
vec4 fragColor;
void Fit( float w )
{
screen.w = w;
screen.xy = iResolution.xy/2.0;
screen.z = min(screen.x,screen.y)/screen.w;
pixel = (fragCoord.xy-screen.xy)/screen.z;
}
bool ReadKey( int key )//, bool toggle )
{
return isKeyToggled(key);
}
// Character definitions.
vec2 A[6],B[6],C[6],D[6],E[6],F[6],G[6],H[6],I[6],J[6],
K[6],L[6],M[6],N[6],O[6],P[6],Q[6],R[6],S[6],T[6],
U[6],V[6],W[6],X[6],Y[6],Z[6],c0[6],c1[6],c2[6],c3[6],
c4[6],c5[6],c6[6],c7[6],c8[6],c9[6],c_[6];
void DefC( inout vec2 c[6], vec2 A, vec2 B, vec2 C, vec2 D, vec2 E, vec2 F )
{
c[0] = A; c[1] = B; c[2]=C; c[3]=D; c[4]=E; c[5]=F;
}
// WHY CAN'T I INITIALIZE A CONST ARRAY????!!!! The compiler would be able to hard code all the values!!! STUPID COMPILER! *headdesk*
void DefineChars()
{
DefC( A, vec2(-1,0), vec2(3,8), vec2(7,0), vec2(6,2), vec2(0,2), vec2(1,2) );
DefC( B, vec2(0,0), vec2(0,8), vec2(6,6), vec2(3,4), vec2(7,0), vec2(0,0) );
DefC( C, vec2(6,8), vec2(3,8), vec2(0,5), vec2(0,3), vec2(3,0), vec2(6,0) );
DefC( D, vec2(0,0), vec2(0,8), vec2(3,8), vec2(6,5), vec2(6,0), vec2(0,0) );
DefC( E, vec2(6,0), vec2(0,0), vec2(0,4), vec2(4,4), vec2(0,8), vec2(6,8) );
DefC( F, vec2(0,0), vec2(0,4), vec2(4,4), vec2(0,4), vec2(0,8), vec2(6,8) );
DefC( G, vec2(6,8), vec2(3,8), vec2(0,4), vec2(3,0), vec2(6,0), vec2(6,4) );
DefC( H, vec2(0,0), vec2(0,8), vec2(0,4), vec2(6,4), vec2(6,0), vec2(6,8) );
DefC( I, vec2(0,0), vec2(6,0), vec2(3,0), vec2(3,8), vec2(0,8), vec2(6,8) );
DefC( J, vec2(0,0), vec2(2,0), vec2(3,1), vec2(3,8), vec2(0,8), vec2(6,8) );
DefC( K, vec2(5,8), vec2(1,4), vec2(1,8), vec2(1,0), vec2(1,4), vec2(5,0) );
DefC( L, vec2(6,0), vec2(0,0), vec2(0,8), vec2(0,8), vec2(0,8), vec2(0,8) );
DefC( M, vec2(-1,0), vec2(-1,8), vec2(3,5), vec2(7,8), vec2(7,0), vec2(7,0) );
DefC( N, vec2(0,0), vec2(0,8), vec2(6,0), vec2(6,8), vec2(6,8), vec2(6,8) );
DefC( O, vec2(3,8), vec2(6,6), vec2(6,2), vec2(3,0), vec2(0,2), vec2(0,6) );
DefC( P, vec2(0,0), vec2(0,8), vec2(4,8), vec2(6,6), vec2(6,3), vec2(0,3) );
DefC( Q, vec2(3,0), vec2(0,4), vec2(3,8), vec2(6,4), vec2(4,3), vec2(6,0) );
DefC( R, vec2(0,0), vec2(0,8), vec2(3,8), vec2(6,5), vec2(3,3), vec2(6,0) );
DefC( S, vec2(5,8), vec2(0,8), vec2(0,4), vec2(6,4), vec2(6,0), vec2(0,0) );
DefC( T, vec2(0,8), vec2(6,8), vec2(3,8), vec2(3,0), vec2(3,0), vec2(3,0) );
DefC( U, vec2(0,8), vec2(0,2), vec2(2,0), vec2(6,0), vec2(6,8), vec2(6,8) );
DefC( V, vec2(0,8), vec2(3,0), vec2(6,8), vec2(6,8), vec2(6,8), vec2(6,8) );
DefC( W, vec2(-1,8), vec2(0,0), vec2(3,4), vec2(6,0), vec2(7,8), vec2(7,8) );
DefC( X, vec2(0,0), vec2(6,8), vec2(3,4), vec2(0,8), vec2(6,0), vec2(6,0) );
DefC( Y, vec2(0,0), vec2(6,8), vec2(3,4), vec2(0,8), vec2(0,8), vec2(0,8) );
DefC( Z, vec2(0,8), vec2(6,8), vec2(0,0), vec2(6,0), vec2(6,0), vec2(6,0) );
DefC( c0, vec2(0,1), vec2(6,7), vec2(6,0), vec2(0,0), vec2(0,8), vec2(6,8) );
DefC( c1, vec2(1,6), vec2(3,8), vec2(3,0), vec2(0,0), vec2(6,0), vec2(6,0) );
DefC( c2, vec2(1,7), vec2(3,8), vec2(6,6), vec2(6,4), vec2(0,0), vec2(6,0) );
DefC( c3, vec2(0,8), vec2(6,8), vec2(4,5), vec2(6,3), vec2(6,0), vec2(0,0) );
DefC( c4, vec2(4,0), vec2(4,8), vec2(0,4), vec2(0,3), vec2(6,3), vec2(0,3) );
DefC( c5, vec2(0,0), vec2(3,0), vec2(6,5), vec2(0,5), vec2(0,8), vec2(6,8) );
DefC( c6, vec2(6,8), vec2(0,5), vec2(0,0), vec2(6,0), vec2(6,5), vec2(0,5) );
DefC( c7, vec2(0,8), vec2(6,8), vec2(0,0), vec2(0,0), vec2(0,0), vec2(0,0) );
DefC( c8, vec2(6,0), vec2(0,0), vec2(6,8), vec2(0,8), vec2(0,8), vec2(6,0) );
DefC( c9, vec2(0,0), vec2(6,3), vec2(6,8), vec2(0,8), vec2(0,5), vec2(4,5) );
// space - put points off screen
DefC( c_, vec2(0,-10000), vec2(0,-10000), vec2(0,-10000), vec2(0,-10000), vec2(0,-10000), vec2(0,-10000) );
}
vec3 s_textCol = vec3(1);
float s_textScale = 1.0;
// col = current pixel colour (will be modified if pixel hits letter)
void DrawChar( vec2 pos, vec2 lines[6] )//vec2 A, vec2 B, vec2 C, vec2 D, vec2 E, vec2 F )
{
//vec2 lines[6]; lines[0] = A; lines[1] = B; lines[2]=C; lines[3]=D; lines[4]=E; lines[5]=F;
vec2 p = pixel-pos-.5;
p /= s_textScale;
p += vec2(3,4); // offset to centre of characters
float c = 100.0;
for ( int l=0; l < 5; l++ )
{
// find distance from line
vec2 pp = p - lines[l];
float d = dot( pp, normalize(lines[l+1]-lines[l]) );
float e = dot(pp,pp) - d*d;
// make a distance field for the letter
//c = min( c, max( e, max( -.5-d, d-.5-length(lines[l+1]-lines[l]) ) ) );
if ( d > -.5/s_textScale && d < .5/s_textScale+length(lines[l+1]-lines[l]) )
{
c = min( c, sqrt(e) );
}
else
{
c = min ( c, min( length(pp), length( p - lines[l+1] ) ) );
}
/* if ( d > -.5 && d < .5+length(lines[l+1]-lines[l])
&& e < 1.0 )
{
col = vec3(0);
return;
}*/
}
// outline
fragColor.rgb = mix ( vec3(0), fragColor.rgb, smoothstep( 0.6, 2.0, c ) );
// fill
fragColor.rgb = mix ( s_textCol, fragColor.rgb, smoothstep( 0.0, 1.0/min(s_textScale,1.0), c ) );
}
vec2 s_cursor;
float s_margin;
void PrintPos( vec2 pos )
{
s_cursor = pos;
s_margin = pos.x;
}
void Print( vec2 ch[6] )
{
DrawChar( s_cursor, ch );
s_cursor.x += s_textScale*10.0;
}
void Print( vec2 a[6], vec2 b[6], vec2 c[6], vec2 d[6], vec2 e[6], vec2 f[6], vec2 g[6], vec2 h[6], vec2 i[6] )
{
Print(a);
Print(b);
Print(c);
Print(d);
Print(e);
Print(f);
Print(g);
Print(h);
Print(i);
}
void NewLine()
{
s_cursor.x = s_margin;
s_cursor.y -= s_textScale*14.0;
}
// sprites
void DrawDirt()
{
if ( abs(pixel.x) < 180.0 && abs(pixel.y) < 180.0 )
{
fragColor.rgb = mix( vec3(.2,.1,.05), vec3(.35,.2,.13), texture( iChannel0, pixel/40.0 ).r);
}
}
void DrawTrees( vec2 pos )
{
vec2 p = pixel-pos;
vec2 ap = abs(p);
vec4 t = texture( iChannel0, pixel*vec2(2,1)/80.0 );
if ( max(ap.x,ap.y) < 60.0+10.0*pow(t.b,.5) )
{
fragColor.rgb = mix( vec3(.0,.0,.0), vec3(.0,.3,.0), t.g);
}
}
void DrawPaving()
{
if ( abs(pixel.x) < 180.0 && abs(pixel.y) < 180.0 )
{
// fragColor.rgb = mix( vec3(.0), vec3(.2), pow(texture( iChannel0, pixel/120.0+.5 ).r,.5) );
fragColor.rgb = mix( vec3(.0), vec3(.3,.25,.2), pow(texture( iChannel1, pixel/60.0+.5 ).r,.5) );
}
}
void DrawWalls( vec2 pos )
{
vec2 p = pixel-pos;
vec2 ap = abs(p);
vec4 t = texture( iChannel0, pixel*vec2(1,1)/60.0 );
if ( max(ap.x,ap.y-20.0) < 60.0+4.0*pow((1.0-t.g),2.0) )
{
fragColor.rgb = mix( vec3(.4,.5,.6)*.2, vec3(.4,.5,.6), pow(1.0-t.r,5.0));
fragColor.rgb *= mix( .3, 1.5, smoothstep( -40.0, -35.0, p.y ) );
}
}
vec3 Key1Col()
{
return mix ( vec3(.4,.6,.9), vec3(1), smoothstep( 0.7, 1.0, sin((pixel.x+pixel.y)*.1-6.0*iTime) ) );
}
vec3 Key2Col()
{
return mix ( vec3(1.0,.4,.0), vec3(1), smoothstep( 0.7, 1.0, sin((pixel.x+pixel.y)*.1-6.0*iTime) ) );
}
void DrawKey( vec2 pos, vec3 keyCol )
{
vec2 p = pixel-pos;
vec2 c = p-vec2(5,0);
bool draw = false;
if ( abs(p.x) < 10.0 && abs(p.y) < 5.0 )
{
if ( p.x > 1.0 )
{
if ( length(c) < 5.0 && length(c-vec2(1,0)) > 2.0 )
draw = true;
}
else
{
if ( p.y < 2.0 &&
p.y > 10.0-20.0*texture( iChannel1, vec2(0,pixel.x/5.0) ).r )
draw = true;
}
}
if ( draw )
fragColor.rgb = keyCol;
}
void DrawDoor( vec2 pos, vec3 keyCol )
{
vec2 p = pixel-pos;
vec2 ap = abs(p);
vec4 t = texture( iChannel1, pixel.yx/40.0 );
if ( max(ap.x,ap.y+20.0) < 60.0+4.0*pow((1.0-t.g),2.0) )
{
fragColor.rgb = mix( vec3(.2,.1,.03), vec3(0), t.r);
fragColor.rgb *= 1.0+1.0*step(10.0,p.y); // lighting on top
fragColor.rgb = mix( fragColor.rgb, vec3(0), step(-1.0,-ap.x) );
// keyhole
vec2 lp = p-vec2(0,-15);
if ( abs(lp.x) < 6.0 && abs(lp.y) < 4.0 )
{
fragColor.rgb = keyCol;
fragColor.rgb *= smoothstep(1.0,2.0, length(lp));
}
}
}
// compiler gets angry (on my office PC) if I draw chars all over the place
// => draw all 7 letters once, but offset their position inside the conditions
void North( out vec2 p ) { p = vec2(0, 170); }
void South( out vec2 p ) { p = vec2(0,-170); }
void East ( out vec2 p ) { p = vec2( 170,0); }
void West ( out vec2 p ) { p = vec2(-170,0); }
/*void North( out vec2 p ) { p = vec2(-170, 170); } // isometric
void South( out vec2 p ) { p = vec2( 170,-170); }
void East ( out vec2 p ) { p = vec2( 170, 170); }
void West ( out vec2 p ) { p = vec2(-170,-170); }*/
void mainImage( out vec4 oFragColor, in vec2 iFragCoord )
{
fragColor = vec4(.7);
fragCoord = iFragCoord;
// my base coord system
Fit(180.0);
DefineChars();
s_textScale = 2.0;
s_textCol = mix( vec3(1,1,0), vec3(0,1,1),
step(.0,cos(4.0*6.28*iTime))
*step(.8,cos(.1*6.28*iTime))
);
/*
MAP (spoilers!):
D D-E-F E
| | |
C-B-A-C-D
===]|[===
E-D-#-B-C
| | |
F D-C D-E
| | |
F-E G-F F
*/
// Compiler can get angry if I draw stuff inside each "if"
// so, instead, move things inside the ifs and draw once afterwards
vec2 a=vec2(-999), b=vec2(-999), c=vec2(-999), d=vec2(-999), e=vec2(-999), f=vec2(-999), g=vec2(-999);
// how can I describe the environment in similar terms?
//=> a few stock pieces which I position
bool trees[9];
bool walls[9];
bool paved = false; // false = dirt, true = stone
for ( int i = 0; i < 9; i++ )
{
trees[i] = false;
walls[i] = false;
}
bool drawDoor1 = false;
bool drawDoor2 = false;
bool drawKey1 = false;
bool drawKey2 = false;
// could use date to randomise these, to prevent cheating, but that's a bit OTT.
bool gotKey1 = ReadKey(Key_K);
bool gotKey2 = ReadKey(Key_H);
bool win = false;
if ( ReadKey(Key_A) && gotKey1 )
{
// inside castle
paved = true;
walls[0] = walls[2] = walls[6] = walls[8] = true;
if ( ReadKey(Key_B) )
{
if ( ReadKey(Key_C) )
{
if ( ReadKey(Key_D) )
{
South(d);
walls[1] = true;
walls[3] = true;
walls[5] = true;
}
else
{
North(d);
East(c);
walls[3] = true;
walls[7] = true;
}
}
else if ( ReadKey(Key_D) )
{
if ( ReadKey(Key_E) )
{
if ( ReadKey(Key_F) )
{
West( f );
walls[1] = true;
walls[5] = true;
walls[7] = true;
if ( !gotKey2 )
drawKey2 = true;
}
else
{
East( f );
West( e );
walls[1] = true;
walls[7] = true;
}
}
else
{
East( e );
South( d );
walls[1] = true;
walls[3] = true;
}
}
else
{
East( b );
West( c );
North( d );
walls[7] = true;
}
}
else if ( ReadKey(Key_C) )
{
if ( ReadKey(Key_D) )
{
if ( ReadKey(Key_E) )
{
if ( ReadKey(Key_F) && gotKey2 )
{
win = true;
}
else
{
South( e );
walls[3] = true;
walls[5] = true;
drawDoor2 = true;
if ( gotKey2 )
{
North( f );
}
}
}
else
{
North( e );
West( d );
walls[5] = true;
walls[7] = true;
}
}
else
{
East( d );
West( c );
walls[1] = true;
walls[7] = true;
}
}
else
{
East( c );
West( b );
South( a );
walls[1] = true;
}
}
else if ( ReadKey(Key_B) )
{
if ( ReadKey(Key_C) )
{
West( c );
walls[0] = walls[1] = walls[2] = true;
trees[5] = trees[6] = trees[7] = trees[8] = true;
}
else if ( ReadKey(Key_D) )
{
trees[0] = trees[2] = trees[6] = trees[8] = true;
if ( ReadKey(Key_E) )
{
if ( ReadKey(Key_F) )
{
if ( !gotKey1 )
drawKey1 = true;
North( f );
trees[3] = true;
trees[5] = true;
trees[7] = true;
}
else
{
South( f );
West( e );
trees[1] = true;
trees[5] = true;
}
}
else if ( ReadKey(Key_F) )
{
if ( ReadKey(Key_G) )
{
East( g );
trees[1] = true;
trees[3] = true;
trees[7] = true;
}
else
{
West( g );
North( f );
trees[5] = true;
trees[7] = true;
}
}
else
{
South( f );
East( e );
North( d );
trees[3] = true;
}
}
else
{
South( d );
West( b );
East( c );
walls[0] = walls[1] = walls[2] = true;
trees[6] = trees[8] = true;
}
}
else if ( ReadKey(Key_C) )
{
trees[0] = trees[2] = trees[6] = trees[8] = true;
if ( ReadKey(Key_D) )
{
if ( ReadKey(Key_E) )
{
if ( ReadKey(Key_F) )
{
East( f );
trees[1] = true;
trees[3] = true;
trees[7] = true;
}
else
{
West( f );
North( e );
trees[5] = true;
trees[7] = true;
}
}
else
{
South( e );
East( d );
trees[1] = true;
trees[3] = true;
}
}
else
{
West( d );
North( c );
trees[5] = true;
trees[7] = true;
}
}
else if ( ReadKey(Key_D) )
{
walls[0] = walls[1] = walls[2] = true;
trees[6] = trees[8] = true;
if ( ReadKey(Key_E) )
{
if ( ReadKey(Key_F) )
{
North( f );
walls[0] = walls[1] = walls[2] = false;
trees[0] = trees[2] = true;
trees[3] = true;
trees[5] = true;
trees[7] = true;
}
else
{
South( f );
East( e );
trees[3] = true;
}
}
else
{
West( e );
East( d );
trees[7] = true;
}
}
else
{
// start position
if ( gotKey1 )
{
North( a );
}
East( b );
South( c );
West( d );
walls[0] = walls[2] = true;
trees[6] = trees[8] = true;
drawDoor1 = true;
}
if ( !win )
{
if ( paved )
DrawPaving();
else
DrawDirt();
// special items
if ( drawDoor1 ) DrawDoor( vec2(0,120), Key1Col() );
if ( drawDoor2 ) DrawDoor( vec2(0,120), Key2Col() );
if ( drawKey1 )
{
DrawChar( vec2(0,20), K );
DrawKey( vec2(0,0), Key1Col() );
}
if ( drawKey2 )
{
DrawChar( vec2(0,20), H );
DrawKey( vec2(0,0), Key2Col() );
}
if ( trees[0] ) DrawTrees( vec2(-120, 120) );
if ( trees[1] ) DrawTrees( vec2( 0, 120) );
if ( trees[2] ) DrawTrees( vec2( 120, 120) );
if ( trees[3] ) DrawTrees( vec2(-120, 0) );
if ( trees[4] ) DrawTrees( vec2( 0, 0) );
if ( trees[5] ) DrawTrees( vec2( 120, 0) );
if ( trees[6] ) DrawTrees( vec2(-120,-120) );
if ( trees[7] ) DrawTrees( vec2( 0,-120) );
if ( trees[8] ) DrawTrees( vec2( 120,-120) );
if ( walls[0] ) DrawWalls( vec2(-120, 120) );
if ( walls[1] ) DrawWalls( vec2( 0, 120) );
if ( walls[2] ) DrawWalls( vec2( 120, 120) );
if ( walls[3] ) DrawWalls( vec2(-120, 0) );
if ( walls[4] ) DrawWalls( vec2( 0, 0) );
if ( walls[5] ) DrawWalls( vec2( 120, 0) );
if ( walls[6] ) DrawWalls( vec2(-120,-120) );
if ( walls[7] ) DrawWalls( vec2( 0,-120) );
if ( walls[8] ) DrawWalls( vec2( 120,-120) );
DrawChar( a, A );
DrawChar( b, B );
DrawChar( c, C );
DrawChar( d, D );
DrawChar( e, E );
DrawChar( f, F );
DrawChar( g, G );
}
else
{
// Success!
fragColor.rgb = .5+.5*sin(length(pixel)*.1-vec3(1,1.1,1.13)*4.0*iTime);
s_textCol = vec3(1,sin(iTime*11.0)*.5+.5,sin(iTime*8.0)*.5+.5);
PrintPos( vec2(-80,20) );
Print( c_,Y,O,U,c_,W,I,N,c_ );
NewLine();
NewLine();
Print( G,A,M,E,c_,O,V,E,R );
}
fragColor.rgb = pow(fragColor.rgb,vec3(1.0/2.2));
oFragColor = fragColor;
}