stinger_m/shaders/glsl/UnBg.fp

10 lines
345 B
GLSL

void SetupMaterial( inout Material mat )
{
vec2 coord = vTexCoord.st*4.-vec2(0.,timer*0.1);
vec3 base = getTexel(coord).rgb;
float dist = pow(distance(vec2(.5),vTexCoord.st)*1.4,.5);
vec3 col = mix(vec3(1.,.9,.7),vec3(0.),min(1.,dist));
col *= 1.-vTexCoord.t*.8;
mat.Base = vec4(base*col,1.);
mat.Normal = ApplyNormalMap(vTexCoord.st);
}