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OldThink/Resources/Textures/Shaders/flashed_effect.swsl

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uniform float percentComplete;
uniform float fadeFalloffExp = 8;
void fragment() {
// Higher exponent -> stronger blinding effect
float remaining = -pow(percentComplete, fadeFalloffExp) + 1;
// Two ghost textures that spin around the character
vec4 tex1 = texture(TEXTURE, vec2(UV.x + (0.02) * sin(TIME * 3), UV.y + (0.02) * cos(TIME * 3)));
vec4 tex2 = texture(TEXTURE, vec2(UV.x + (0.01) * sin(TIME * 2), UV.y + (0.01) * cos(TIME * 2)));
vec4 textureMix = mix(tex1, tex2, 0.5);
// Gradually mixes between the texture mix and a full-white texture, causing the "blinding" effect
vec4 mixed = mix(vec4(1, 1, 1, 1), textureMix, percentComplete);
COLOR = vec4(mixed.rgb, remaining);
}