GLES2: Content shader stuff (possibly unfinished)
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@@ -1,18 +1,18 @@
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uniform float percentComplete;
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uniform float fadeFalloffExp = 8;
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uniform highp float percentComplete;
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uniform highp float fadeFalloffExp = 8.0;
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void fragment() {
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// Higher exponent -> stronger blinding effect
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float remaining = -pow(percentComplete, fadeFalloffExp) + 1;
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highp float remaining = -pow(percentComplete, fadeFalloffExp) + 1.0;
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// Two ghost textures that spin around the character
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vec4 tex1 = texture(TEXTURE, vec2(UV.x + (0.02) * sin(TIME * 3), UV.y + (0.02) * cos(TIME * 3)));
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vec4 tex2 = texture(TEXTURE, vec2(UV.x + (0.01) * sin(TIME * 2), UV.y + (0.01) * cos(TIME * 2)));
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highp vec4 tex1 = texture2D(TEXTURE, vec2(UV.x + (0.02) * sin(TIME * 3.0), UV.y + (0.02) * cos(TIME * 3.0)));
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highp vec4 tex2 = texture2D(TEXTURE, vec2(UV.x + (0.01) * sin(TIME * 2.0), UV.y + (0.01) * cos(TIME * 2.0)));
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vec4 textureMix = mix(tex1, tex2, 0.5);
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highp vec4 textureMix = mix(tex1, tex2, 0.5);
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// Gradually mixes between the texture mix and a full-white texture, causing the "blinding" effect
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vec4 mixed = mix(vec4(1, 1, 1, 1), textureMix, percentComplete);
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highp vec4 mixed = mix(vec4(1.0, 1.0, 1.0, 1.0), textureMix, percentComplete);
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COLOR = vec4(mixed.rgb, remaining);
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}
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