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https://github.com/ZDoom/gzdoom.git
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4d005bdfa0
All those special shaders have been merged together. Mostly working but the non-shader lighting seems a bit broken.
21 lines
630 B
GLSL
21 lines
630 B
GLSL
//created by Evil Space Tomato
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uniform float timer;
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vec4 ProcessTexel()
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{
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vec2 texCoord = gl_TexCoord[0].st;
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vec4 basicColor = getTexel(texCoord);
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texCoord.x = float( int(texCoord.x * 128.0) ) / 128.0;
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texCoord.y = float( int(texCoord.y * 128.0) ) / 128.0;
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float texX = sin(mod(texCoord.x * 100.0 + timer*5.0, 3.489)) + texCoord.x / 4.0;
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float texY = cos(mod(texCoord.y * 100.0 + timer*5.0, 3.489)) + texCoord.y / 4.0;
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float vX = (texX/texY)*21.0;
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float vY = (texY/texX)*13.0;
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float test = mod(timer*2.0+(vX + vY), 0.5);
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basicColor.a = basicColor.a * test;
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basicColor.rgb = vec3(0.0,0.0,0.0);
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return basicColor;
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}
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