stinger_m/shaders/glsl/ElecFX.fp
Marisa Kirisame fae4f6d50b Partially implemented Stunner and Impaler (very unfinished).
Switched Impaler fire sound to something more appropriate (proto Skaarj fire).
Add slot priorities to all weapons, final weapons come first.
Adjust hud behavior to properly draw ammo bars by the order of their weapons.
2019-09-16 00:38:38 +02:00

22 lines
625 B
GLSL

vec4 ProcessTexel()
{
vec2 uv = vTexCoord.st;
uv.x += 1.;
float ang = timer*5.;
vec2 uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.3;
vec4 col = getTexel(fract(uv2));
uv.y -= 2.;
ang = timer*3.;
uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.5;
col += getTexel(fract(uv2));
uv.x -= 3.;
ang = timer*4.;
uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.6;
col += getTexel(fract(uv2));
uv.y += 4.;
ang = timer*2.;
uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.2;
col += getTexel(fract(uv2));
col *= .5;
return col;
}