BloodMagic/src/main/resources/assets/bloodmagic/shaders/beam.frag

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uniform sampler2D bgl_RenderedTexture;
uniform int time;
void main() {
vec2 texcoord = vec2(gl_TexCoord[0]);
vec4 color = texture2D(bgl_RenderedTexture, texcoord);
float gs = (color.r + color.g + color.b) / 3;
float r = sin(texcoord.x * 6 - 1.5 + sin(texcoord.y - time / 3.0)) * 1.1; //(sin((texcoord.x - texcoord.y) * 4 - time) + 1) / 2;
gl_FragColor = vec4(gs, gs, max(gs, r), gl_Color.a);
}