@@ -100,11 +100,6 @@
|
||||
kind: source
|
||||
path: "/Textures/Shaders/cataracts.swsl"
|
||||
|
||||
- type: shader
|
||||
id: Gradient
|
||||
kind: source
|
||||
path: "/Textures/Shaders/White/gradient.swsl"
|
||||
|
||||
- type: shader
|
||||
id: SaturationScale
|
||||
kind: source
|
||||
|
||||
@@ -1,20 +0,0 @@
|
||||
uniform sampler2D SCREEN_TEXTURE;
|
||||
|
||||
uniform highp vec4 first_color = vec4(1.0);
|
||||
uniform highp vec4 second_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
uniform highp float position = 0.0;
|
||||
uniform highp float size = 1.0;
|
||||
uniform highp float angle = 90.0;
|
||||
|
||||
void fragment() {
|
||||
|
||||
highp float pivot = position + 0.5;
|
||||
|
||||
highp vec2 uv = UV - pivot;
|
||||
|
||||
highp float rotated = uv.x * cos(radians(angle)) - uv.y * sin(radians(angle));
|
||||
|
||||
highp float pos = smoothstep((1.0 - size) + position, size + 0.0001 + position, rotated + pivot);
|
||||
|
||||
COLOR = mix(first_color, second_color, pos);
|
||||
}
|
||||
Reference in New Issue
Block a user