Mindustry/core/assets/shaders/shield.frag

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#define HIGHP
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#define ALPHA 0.18
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#define step 2.0
uniform sampler2D u_texture;
uniform vec2 u_texsize;
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uniform vec2 u_invsize;
uniform float u_time;
uniform float u_dp;
uniform vec2 u_offset;
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varying vec2 v_texCoords;
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void main(){
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vec2 T = v_texCoords.xy;
vec2 coords = (T * u_texsize) + u_offset;
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T += vec2(sin(coords.y / 3.0 + u_time / 20.0), sin(coords.x / 3.0 + u_time / 20.0)) / u_texsize;
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vec4 color = texture2D(u_texture, T);
vec2 v = u_invsize;
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vec4 maxed = max(max(max(texture2D(u_texture, T + vec2(0, step) * v), texture2D(u_texture, T + vec2(0, -step) * v)), texture2D(u_texture, T + vec2(step, 0) * v)), texture2D(u_texture, T + vec2(-step, 0) * v));
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if(texture2D(u_texture, T).a < 0.9 && maxed.a > 0.9){
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gl_FragColor = vec4(maxed.rgb, maxed.a * 100.0);
}else{
if(color.a > 0.0){
if(mod(coords.x / u_dp + coords.y / u_dp + sin(coords.x / u_dp / 5.0) * 3.0 + sin(coords.y / u_dp / 5.0) * 3.0 + u_time / 4.0, 10.0) < 2.0){
color *= 1.65;
}
color.a = ALPHA;
}
gl_FragColor = color;
}
}