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

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varying vec3 normal, pos;
uniform float strength;
void main() {
float brightness = strength * (1.0 - abs(dot(normalize(normal), normalize(pos))));
gl_FragColor = vec4(vec3(0.0, 0.0, 1.0) * brightness, 1.0);
}