Mindustry/core/assets/shaders/slag.frag

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#define HIGHP
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//shades of slag
#define S2 vec3(100.0, 93.0, 49.0) / 100.0
#define S1 vec3(100.0, 60.0, 25.0) / 100.0
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#define NSCALE 200.0 / 2.0
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uniform sampler2D u_texture;
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uniform sampler2D u_noise;
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uniform vec2 u_campos;
uniform vec2 u_resolution;
uniform float u_time;
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varying vec2 v_texCoords;
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void main(){
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vec2 c = v_texCoords.xy;
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vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
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float btime = u_time / 4000.0;
float noise = (texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(0.8, -1.0)).r) / 2.0;
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vec4 color = texture2D(u_texture, c);
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if(noise > 0.6){
color.rgb = S2;
}else if (noise > 0.54){
color.rgb = S1;
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}
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gl_FragColor = color;
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