18 lines
393 B
GLSL
18 lines
393 B
GLSL
#version 430 core
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out vec4 out_color;
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flat in vec4 color;
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in vec4 pos_local;
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in vec4 pos_global;
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uniform float time;
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uniform vec3 laserColor;
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void main()
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{
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float laserIntensity = pow(sin(time * 10.0), 2.0);
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vec3 laserDistortion = mix(vec4(laserColor, 1), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time)).xyz;
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out_color = vec4(laserColor * laserIntensity/* + laserDistortion*/, 1.0);
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} |