Blame stuff/projects/library/shaders/programs/sunflare.frag
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Toshihiro Shimizu |
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform mat3 outputToWorld;
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uniform vec4 color;
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uniform int blades;
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uniform float intensity;
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uniform float angle;
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uniform float bias;
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uniform float sharpness;
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float blades_ = float(blades);
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float angle_ = radians(angle);
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float bias_ = .01 * bias;
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// never watch into the sun ;)
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void main( void )
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{
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vec2 p = .03 * (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy;
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float a = atan(p.y, p.x) - angle_;
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float blade = intensity * clamp(pow(sin(a * blades_) + bias_, sharpness), 0.0, 1.0);
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gl_FragColor = vec4(color.rgb * color.a, color.a); // Premultiplication
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gl_FragColor = gl_FragColor * (1.0 + blade) / length(p);
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}
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