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https://git.code.sf.net/p/quake/quakeforge
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26 lines
407 B
GLSL
26 lines
407 B
GLSL
uniform sampler2D smoke;
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varying vec2 texcoord;
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varying vec3 vBC;
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#if 0
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void
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main (void)
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{
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gl_FragColor = texture2D (smoke, texcoord) * vec4 (1.0, 1.0, 1.0, 0.7);
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}
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#else
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float
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edgeFactor (void)
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{
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vec3 d = fwidth (vBC);
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vec3 a3 = smoothstep (vec3 (0.0), d * 1.5, vBC);
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return min (min (a3.x, a3.y), a3.z);
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}
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void
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main (void)
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{
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gl_FragColor = vec4 (vec3 (edgeFactor ()), 0.5);
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}
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#endif
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