// divine sprite corona 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)); a = floor((a*16.)/pi); float r = length(p); // shimmering flare vec3 col = vec3(.98,.92,.94)*(.5-r*2.); vec2 ccoord = vec2(2.*a/pi-timer*.05,0.); vec2 ccoord2 = vec2(2.*a2/pi-timer*.05,0.); col += textureGrad(snoisetex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).xxx; col = pow(max(col*.5,0.),vec3(1.5)); // glow col += vec3(.6,0.9,1.)*pow(max(1.-r,0.),3.5+texture(snoisetex,vec2(timer*.1)).x*.5); mat.Base = vec4(col,1.); mat.Normal = ApplyNormalMap(vTexCoord.st); }