// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off // combining with brightmaps requires the brightmap to be embedded into the // alpha channel of the diffuse texture #define PI 3.14159265 vec4 ProcessLight( vec4 color ) { float bright = texture(brighttex,vTexCoord.st).x; float glow = (1.0+sin(timer*2*PI))*0.25; return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a); } vec4 ProcessTexel() { return getTexel(vTexCoord.st); }