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OldThink/Resources/Textures/Shaders/dim.swsl

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2022-08-20 16:17:58 -04:00
uniform highp float DAMAGE_AMOUNT;
void fragment() {
// Higher exponent -> stronger blinding effect
// Gradually mixes between the texture mix and a full-white texture, causing the "blinding" effect
highp vec4 mixed = mix(vec4(1.0, 1.0, 1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0), DAMAGE_AMOUNT);
COLOR = vec4(mixed.rgb, DAMAGE_AMOUNT);
}