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

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#version 120
varying vec2 uv;
uniform float time;
const float separation = 1500.0, speed = 5.0, size = 150.0;
void main() {
float dToEdge = abs(uv.y - 0.5) * 2.0;
vec4 color = gl_Color;
color.a = 1.0;
color.a *= dToEdge * dToEdge;
if(dToEdge > 0.85)
color.a += 0.3 * (dToEdge - 0.8)/0.2;
if(dToEdge > 0.9)
color.a *= 1.0 - ((dToEdge - 0.9) / 0.1);
if(mod(uv.x + ((1.0 - time) * separation * speed), separation) < size) {
color.a += max((0.8 - dToEdge) / 0.8, 0.0);
color.b = 1.0;
}
color.a *= gl_Color.a;
gl_FragColor = color;
}