Mindustry/core/assets/shaders/tar.frag
2020-10-27 22:08:53 +03:00

28 lines
713 B
GLSL

#define HIGHP
#define NSCALE 180.0 / 2.0
uniform sampler2D u_texture;
uniform sampler2D u_noise;
uniform vec2 u_campos;
uniform vec2 u_resolution;
uniform float u_time;
varying vec2 v_texCoords;
void main(){
vec2 c = v_texCoords.xy;
vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
float btime = u_time / 8000.0;
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;
vec4 color = texture2D(u_texture, c);
if(!(noise > 0.54 && noise < 0.58)){
color.rgb *= vec3(0.6, 0.6, 0.7);
}
gl_FragColor = color;
}