Blindness refactor (#15705)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -1,12 +0,0 @@
|
||||
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);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user