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#version 330 core
in vec2 UV;
out vec4 color;
uniform sampler2D clearTex;
uniform sampler2D blurTex;
uniform float iGlobalTime;
float nrand(vec2 n)
{
return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453);
}
void main()
{
vec3 mval = vec3(0.0);
mval += texture(clearTex, UV).rgb / 2.0;
mval += texture(blurTex, UV).rgb;
mval = max(vec3(0.0), mval - 0.5);
mval *= mval;
float flicker = 0.5 + nrand(vec2(iGlobalTime));
flicker *= (flicker);
//flicker = sqrt(flicker);
//flicker = pow(flicker, 1.0/8.0);
//mval *= flicker;
mval *= mix(vec3(0.0), mval, flicker);
mval += texture(clearTex, UV).rgb;
mval = clamp(mval, vec3(0.0), vec3(1.0));
color = vec4(mval, 1.0);
}
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