stinger_m/shaders/glsl/97Bg.fp

21 lines
691 B
GLSL

void SetupMaterial( inout Material mat )
{
vec2 ccoord = vTexCoord.st-vec2(.5);
if ( ccoord.y < 0. ) ccoord.x *= -1.;
ccoord.y = abs(ccoord.y);
vec3 pt = vec3(ccoord.x,ccoord.y-1.,ccoord.y);
vec2 proj = pt.xy/pt.z;
vec2 coord;
vec3 col = vec3(0.);
coord = proj*.142536+vec2(-.3,-1.)*timer*.0925436;
col += getTexel(coord).rgb;
coord = proj*.123234+vec2(0.,-1.)*timer*.092346;
col += getTexel(coord).rgb;
coord = proj*.145463+vec2(.3,-1.)*timer*.093242;
col += getTexel(coord).rgb;
col *= vec3(1.2,.4,.8);
col += vec3(.9,.7,1.6)*pow(max(1.2-abs(ccoord.y)*2.4,0.),6.);
col = clamp(col,vec3(0.),vec3(1.));
mat.Base = vec4(col,1.);
mat.Normal = ApplyNormalMap(vTexCoord.st);
}