* First commit * Lockers * Lockers electric boogaloo * Crates and Lockers * Almost finishing the Textures folder * Updating texture paths. Reminder to fix: * Lockers * Windows * Vending Machines * APC * Catwalks * Bedsheets and Cloaks * Status effects * dont know what happened here * Commit before merge * re-organizing * Lockers broken * Commit before merge * Submodule * renaming * Fixing most issues * forgot these ones * Updating submodule * typo * Fixing some paths * fixing some paths * updating submodule * (hopefully) fixing the submodule
19 lines
726 B
Plaintext
19 lines
726 B
Plaintext
uniform float percentComplete;
|
|
uniform float fadeFalloffExp = 8;
|
|
|
|
void fragment() {
|
|
// Higher exponent -> stronger blinding effect
|
|
float remaining = -pow(percentComplete, fadeFalloffExp) + 1;
|
|
|
|
// Two ghost textures that spin around the character
|
|
vec4 tex1 = texture(TEXTURE, vec2(UV.x + (0.02) * sin(TIME * 3), UV.y + (0.02) * cos(TIME * 3)));
|
|
vec4 tex2 = texture(TEXTURE, vec2(UV.x + (0.01) * sin(TIME * 2), UV.y + (0.01) * cos(TIME * 2)));
|
|
|
|
vec4 textureMix = mix(tex1, tex2, 0.5);
|
|
|
|
// Gradually mixes between the texture mix and a full-white texture, causing the "blinding" effect
|
|
vec4 mixed = mix(vec4(1, 1, 1, 1), textureMix, percentComplete);
|
|
|
|
COLOR = vec4(mixed.rgb, remaining);
|
|
}
|