new eye damage effect (#10728)
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12
Resources/Textures/Shaders/dim.swsl
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12
Resources/Textures/Shaders/dim.swsl
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uniform highp float DAMAGE_AMOUNT;
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void fragment() {
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// Higher exponent -> stronger blinding effect
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// Gradually mixes between the texture mix and a full-white texture, causing the "blinding" effect
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highp vec4 mixed = mix(vec4(1.0, 1.0, 1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0), DAMAGE_AMOUNT);
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COLOR = vec4(mixed.rgb, DAMAGE_AMOUNT);
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}
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