KStarbound/src/main/resources/shaders/light.fsh

12 lines
259 B
GLSL

#version 330
in vec2 oUVCoords;
out vec4 resultColor;
uniform vec4 baselineColor;
void main() {
resultColor = vec4(baselineColor.rgb * smoothstep(0.0, 1.0, 1.0 - sqrt(pow(oUVCoords.x - 0.5, 2.0) + pow(oUVCoords.y - 0.5, 2.0)) * 2.0), baselineColor.a);
}