// mykradvo center sprite const float pi = 3.14159265358979323846; void SetupMaterial( inout Material mat ) { vec2 p = 2.*(vTexCoord.st-.5); float a = atan(p.y,p.x); float a2 = atan(p.y,abs(p.x)); float r = length(p); // noise burst vec2 ccoord = vec2(.1/r-.06*timer+.5*r,a/pi+.04*timer); vec2 ccoord2 = vec2(ccoord.x,a2/pi+.04*timer); vec3 nz = textureGrad(warptex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb; ccoord = vec2(.4/r-.08*timer+1.4*r,a/pi-.04*timer); ccoord2 = vec2(ccoord.x,a2/pi-.04*timer); nz += textureGrad(warptex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb; nz = clamp((nz-1.)*.5,-1.,1.); nz *= abs(2.*r-1.); // shimmering flare vec3 flr = vec3(1.-r*2.); ccoord = vec2(2.*a/pi-timer*.05,0.); ccoord2 = vec2(2.*a2/pi-timer*.05,0.); flr += vec3(.6,.3,.4)*textureGrad(snoisetex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).r; ccoord = vec2(3.*a/pi+timer*.07,0.); ccoord2 = vec2(3.*a2/pi+timer*.07,0.); flr += vec3(.1,.2,.9)*textureGrad(snoisetex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).g; ccoord = vec2(a/pi-timer*.09,0.); ccoord2 = vec2(a2/pi-timer*.09,0.); flr += vec3(.4,.7,.3)*textureGrad(snoisetex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).b; // readjust flare flr = pow(max(flr,0.),vec3(.5)); // distort by flare nz.x -= p.x*min(min(flr.r,flr.g),flr.b)*max(1.-r,0.); nz.y -= p.y*min(min(flr.r,flr.g),flr.b)*max(1.-r,0.); // readjust flare flr = pow(max(flr,0.),vec3(8.)); // color flicker flr *= .4+.6*texture(snoisetex,vTexCoord.st*.02/r+.02*timer).rgb; // sample ring vec3 col = getTexel(vTexCoord.st+(nz.xy*.1)).rgb; // overlay flare col *= max(1.-pow(flr.b,.25),0.); col += flr; // debug: uncomment to show bumpmap //col = vec3((nz.x+.5)*.5,(nz.y+.5)*.5,1.); mat.Base = vec4(col,1.); mat.Normal = ApplyNormalMap(vTexCoord.st); }