stinger_m/shaders/glsl/95Bg.fp

11 lines
334 B
GLSL

vec4 ProcessTexel()
{
const vec3 fadecol = vec3(.9,.1,.2);
vec2 coord = vTexCoord.st+vec2(timer*.02,0.);
coord = fract(coord);
vec3 base = getTexel(coord).rgb;
float dist = abs(vTexCoord.s-.5)*2.;
vec3 col = mix(vec3(1.),fadecol,vec3(min(1.,dist*1.3)));
col = mix(col,vec3(0.),vec3(min(1.,dist)));
return vec4(base*col,1.);
}