BloodMagic/src/main/resources/assets/bloodmagic/shaders/beam.frag
2016-01-16 00:46:47 +00:00

11 lines
403 B
GLSL

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(gl_Color.r, gl_Color.g, max(gl_Color.b, r), gl_Color.a);
}