24 lines
535 B
Plaintext
24 lines
535 B
Plaintext
uniform sampler2D SCREEN_TEXTURE;
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highp float random(highp float seed){
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return fract(543.2543 * sin(seed * 3525.46));
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}
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void fragment() {
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highp vec2 uv = UV;
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highp float particles = random(TIME * 0.5 + uv.x * uv.y);
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highp vec3 atmosphereColor = vec3(uv.x, uv.y, 0.5);
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highp vec3 finalColor = atmosphereColor * 0.6;
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finalColor += texture(SCREEN_TEXTURE, uv - vec2(0.01, 0.01)).rgb * 0.2;
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finalColor *= vec3(particles);
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finalColor *= vec3(1.0, 1.0, 1.0);
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COLOR = vec4(finalColor, 0.01);
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}
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