flak_m/shaders/glsl/utbg.fp
Marisa Kirisame 94cba843e4 1.1.1 update (to be made stable after GZDoom updates):
- Sound overhaul, migrated everything to A_StartSound, new sound channels, CHANF_OVERLAP where needed.
 - Fancy titlemap (two variants, one based on the ps2 menu, one based on the v222 menu).
2020-01-04 22:31:56 +01:00

21 lines
706 B
GLSL

vec4 ProcessTexel()
{
vec2 uv = vTexCoord.st;
vec2 ccoord = uv-vec2(.5,1.1);
ccoord.y = abs(ccoord.y);
vec3 pt = vec3(ccoord.x,ccoord.y-1.,ccoord.y);
vec2 proj = pt.xy/pt.z;
vec2 coord = uv*4.;
vec3 bcol = texture(starstex,fract(coord)).rgb;
coord = uv*1.5;
coord = (coord-vec2(.8,.3))*2.;
vec4 mcol = texture(moontex,coord);
bcol = mix(bcol*.3,mcol.rgb*.7,mcol.a);
coord = proj*.5+vec2(-.5,-1.)*timer*.1;
coord = fract(coord);
vec3 col = getTexel(coord).rgb;
col *= mix(vec3(1.9,.4,.2),vec3(1.),pow(pt.z,.5));
col *= mix(vec3(1.3,.5,.3),vec3(1.),pow(pt.x+.8,.5));
col *= mix(vec3(1.1,1.4,1.3),vec3(.3),clamp(1.3*pow(distance(pt.xy,vec2(.2,-.25)),.9),0.,1.));
return vec4(bcol+col,1.);
}