diff --git a/src/main/resources/assets/bloodmagic/shaders/beam-broken.frag b/src/main/resources/assets/bloodmagic/shaders/beam-broken.frag new file mode 100644 index 00000000..6fdac1f1 --- /dev/null +++ b/src/main/resources/assets/bloodmagic/shaders/beam-broken.frag @@ -0,0 +1,10 @@ + uniform sampler2D bgl_RenderedTexture; + uniform int time; + + void main() { + vec2 texcoord = vec2(gl_TexCoord[0]); + vec4 color = texture2D(bgl_RenderedTexture, texcoord); + 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(color.r * gl_Color.r, color.g * gl_Color.g, max(color.b * gl_Color.b, r), color.a * gl_Color.a); + } diff --git a/src/main/resources/assets/bloodmagic/shaders/beam.frag b/src/main/resources/assets/bloodmagic/shaders/beam.frag index 6fdac1f1..62741dfc 100644 --- a/src/main/resources/assets/bloodmagic/shaders/beam.frag +++ b/src/main/resources/assets/bloodmagic/shaders/beam.frag @@ -4,7 +4,9 @@ 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(color.r * gl_Color.r, color.g * gl_Color.g, max(color.b * gl_Color.b, r), color.a * gl_Color.a); + gl_FragColor = vec4(gs, gs, max(gs, r), gl_Color.a); }