- Ammo regeneration check for Dispersion Pistol was performed in the wrong spot. - Fixed one of the shaders using "double" instead of "float", oops.
11 lines
335 B
GLSL
11 lines
335 B
GLSL
vec4 ProcessTexel()
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{
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const vec3 fadecol = vec3(.9,.1,.2);
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vec2 coord = vTexCoord.st+vec2(timer*0.02,0.);
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coord = fract(coord);
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vec3 base = getTexel(coord).rgb;
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float dist = abs(vTexCoord.s-.5)*2.;
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vec3 col = mix(vec3(1.),fadecol,vec3(min(1.,dist*1.3)));
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col = mix(col,vec3(0.),vec3(min(1.,dist)));
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return vec4(base*col,1.);
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}
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