stinger_m/shaders/glsl/PowerUp.fp

20 lines
519 B
GLSL

vec3 bolt( in vec2 uv, in float speed, in float freq )
{
vec3 col = vec3(0.0);
for ( float i=0.0; i<0.03; i+=0.01 )
{
vec2 nuv = uv;
nuv.x += 0.3*(0.5-texture(warptex,vec2((timer-i)*speed,nuv.y*freq)).x)*pow(uv.y,0.5);
col += 0.2*getTexel(nuv).rgb;
}
return col;
}
void SetupMaterial( inout Material mat )
{
vec3 col = bolt(vTexCoord.st,2.53534,0.21);
col += bolt(vTexCoord.st,2.64563,0.32);
col += bolt(vTexCoord.st,2.73425,0.43);
mat.Base = vec4(col,1.);
mat.Normal = ApplyNormalMap(vTexCoord.st);
}