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

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varying vec2 uv;
uniform float cycle;
uniform float offset;
uniform sampler2D texture;
void main() {
vec3 sample = texture2D(texture,uv - vec2(cycle, 0.0)).rgb * (1.0 - uv.x);
if(abs((uv.x + 1.0) - (mod(cycle + offset, 1.0) * 2.0)) < 0.3)
sample *= 1.3;
gl_FragColor.rgb = ((sample - vec3(0.5)) * 2.0 + gl_Color.rgb) * gl_Color.a;
gl_FragColor.a = 0.0;
}