hologram.swsl 517 B

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  1. light_mode unshaded;
  2. uniform highp vec3 color1;
  3. uniform highp vec3 color2;
  4. uniform highp float alpha;
  5. uniform highp float intensity;
  6. uniform highp float texHeight;
  7. uniform highp float t;
  8. const highp float PI = 3.14159265;
  9. void fragment() {
  10. highp vec4 base = texture2D(TEXTURE, UV);
  11. highp float bw = zGrayscale(base.rgb * intensity);
  12. highp vec4 color = vec4(vec3(color1), alpha);
  13. if (sin(PI * (UV.y + t) * texHeight) < 0.0)
  14. {
  15. color = vec4(vec3(color2), alpha);
  16. }
  17. COLOR = vec4(vec3(bw), base.a) * color;
  18. }