📝 Added entire config directory for backup purposes
This commit is contained in:
parent
4b38e59bb6
commit
9b946e2d14
11091 changed files with 1440953 additions and 0 deletions
|
|
@ -0,0 +1,31 @@
|
|||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform mat3 outputToWorld;
|
||||
|
||||
uniform vec4 color;
|
||||
uniform int blades;
|
||||
uniform float intensity;
|
||||
uniform float angle;
|
||||
uniform float bias;
|
||||
uniform float sharpness;
|
||||
|
||||
float blades_ = float(blades);
|
||||
float angle_ = radians(angle);
|
||||
float bias_ = .01 * bias;
|
||||
|
||||
|
||||
// never watch into the sun ;)
|
||||
|
||||
void main( void )
|
||||
{
|
||||
vec2 p = .03 * (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy;
|
||||
|
||||
float a = atan(p.y, p.x) - angle_;
|
||||
float blade = intensity * clamp(pow(sin(a * blades_) + bias_, sharpness), 0.0, 1.0);
|
||||
|
||||
gl_FragColor = vec4(color.rgb * color.a, color.a); // Premultiplication
|
||||
gl_FragColor = gl_FragColor * (1.0 + blade) / length(p);
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue