Removed old ragekit shader entirely, always use alt now. VIP powerups no longer spawn if the player has max amount.
35 lines
1.2 KiB
GLSL
35 lines
1.2 KiB
GLSL
// hateful pulses
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vec2 heatdist( in vec2 uv )
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{
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vec2 ofs = texture(BumpTex,uv*8.-vec2(0.,.5)*timer).xy;
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ofs = (ofs-.5)*2.;
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ofs *= pow(length(ofs),.5);
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ofs *= .025;
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return ofs;
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}
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void main()
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{
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vec2 uv = TexCoord;
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vec2 bresl = textureSize(InputTexture,0);
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vec2 sr = vec2(1.,bresl.y/bresl.x);
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// vignette fade, will be needed later
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vec2 vuv = uv.xy*(1.-uv.yx)*4.;
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float fade = 1.-(vuv.x*vuv.y);
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fade = pow(clamp(fade-(.6-.3*pow(xtrastr,.5)),0.,1.),3.);
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fade = pow(fade,.9+.2*texture(NoiseTex,vec2(timer*.05)).x-.1*xtrastr);
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vec3 col = texture(InputTexture,uv+fade*heatdist(uv*sr)).rgb;
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col += texture(InputTexture,uv+.001*xtrastr*texture(NoiseTex,vec2(timer*.4536,timer*.7835)).xy+fade*heatdist(uv*sr)).rgb;
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col += texture(InputTexture,uv-.001*xtrastr*texture(NoiseTex,vec2(timer*.6735,timer*.4335)).xy+fade*heatdist(uv*sr)).rgb;
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col *= .4*vec3(.97,.75,1.12);
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col = pow(col,vec3(1.1,1.2,1.));
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fade = pow(fade,.75);
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col = mix(col,col-vec3(.4,.8,.3),fade*1.2);
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// overlay first pulse
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vec3 ovr = texture(WarpTex1,uv*2.+heatdist(uv*sr*.25)-vec2(0.,.15)*timer).rgb;
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col += ovr*fade;
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ovr = texture(WarpTex2,uv*2.+heatdist(uv*sr*.25)+vec2(0.,.15)*timer).rgb;
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col -= ovr*fade;
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FragColor = vec4(clamp(col,0.,1.),1.);
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}
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