37 lines
1.3 KiB
Plaintext
37 lines
1.3 KiB
Plaintext
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#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision mediump float;
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precision mediump sampler2D;
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layout(location = 0) out vec4 output4f;
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in vec2 v_texcoord2f;
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in float v_occlusion1f;
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uniform sampler2D u_flareTexture;
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uniform vec3 u_flareColor3f;
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void main() {
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vec3 color = vec3(texture(u_flareTexture, v_texcoord2f).r);
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color = length(u_flareColor3f * color) * vec3(0.0, 0.05, 0.3) + u_flareColor3f * color * color * color;
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output4f = vec4(color * v_occlusion1f, 0.0);
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}
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