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starruler-linux/data/shaders/source/particle_lance_ps.txt
T
2018-07-17 14:15:37 +02:00

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varying vec2 uv;
uniform sampler2D texture;
void main() {
vec3 sample = texture2D(texture, vec2(uv.x, (uv.y - 0.45) / 0.2)).rgb;
if(uv.y < 0.45 || uv.y > 0.65)
discard;
float a = smoothstep(0.45, 0.46, uv.y);
a = min(a, 1.0 - smoothstep(0.64, 0.65, uv.y));
a = min(a, smoothstep(0.00, 0.05, uv.x));
a = min(a, 1.0 - smoothstep(0.95, 1.00, uv.x));
gl_FragColor.rgb = mix(gl_Color.rgb * sample, vec3(0.0, 0.0, 0.0), 1.0 - a);
gl_FragColor.a = 1.0;
}