stinger_m/shaders/glsl/URifleScope.fp
Marisa Kirisame 80f472bb62 Beta 3. Not a lot of really noticeable changes, just more polishing.
- Made Rifle scope shader toggleable, and tweaked its visuals a bit.
- Various adjustments to vector math (using portal-aware functions).
- Adjusted the penetration mechanics of the Quadshot, should be able to better go through multiple targets now.
- Fixed incorrect state jump after zoomed rifle altfire.
- Reduced the range of the Detector (2048 → 512), it was too massive.
- [flak_m] Fixed the issue where some looping weapon sounds would get stuck if the player died or dropped the weapon.
- Corrected Gun Lore description of Flamethrower altfire.
2019-09-28 21:39:22 +02:00

14 lines
453 B
GLSL

void main()
{
vec2 uv = TexCoord.st;
vec3 base = texture(InputTexture,uv).rgb;
vec2 p = vec2(.5)-uv;
vec2 sz = textureSize(InputTexture,0);
if ( sz.x > sz.y ) p.x *= sz.x/sz.y;
else p.y *= sz.y/sz.x;
vec3 col = texture(InputTexture,uv+p*pow(length(p),8.)*40.).rgb;
col = (max(col.r,max(col.g,col.b))+.02)*.98*vec3(1.,.2,.1);
float fade = 1.-clamp(pow(length(p)*2.,16.),0.,1.);
col *= fade;
FragColor = vec4(mix(base*.1,col,vec3(fade)),1.);
}