63 lines
1.7 KiB
GLSL
63 lines
1.7 KiB
GLSL
#version 150
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#moj_import <matrix.glsl>
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uniform sampler2D Sampler0;
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uniform sampler2D Sampler1;
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uniform float GameTime;
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uniform int EndPortalLayers;
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in vec4 texProj0;
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const vec3[] COLORS = vec3[](
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vec3(0.022087, 0.098399, 0.110818),
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vec3(0.011892, 0.095924, 0.089485),
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vec3(0.027636, 0.101689, 0.100326),
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vec3(0.046564, 0.109883, 0.114838),
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vec3(0.064901, 0.117696, 0.097189),
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vec3(0.063761, 0.086895, 0.123646),
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vec3(0.084817, 0.111994, 0.166380),
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vec3(0.097489, 0.154120, 0.091064),
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vec3(0.106152, 0.131144, 0.195191),
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vec3(0.097721, 0.110188, 0.187229),
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vec3(0.133516, 0.138278, 0.148582),
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vec3(0.070006, 0.243332, 0.235792),
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vec3(0.196766, 0.142899, 0.214696),
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vec3(0.047281, 0.315338, 0.321970),
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vec3(0.204675, 0.390010, 0.302066),
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vec3(0.080955, 0.314821, 0.661491)
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);
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const mat4 SCALE_TRANSLATE = mat4(
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0.5, 0.0, 0.0, 0.25,
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0.0, 0.5, 0.0, 0.25,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 end_portal_layer(float layer) {
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mat4 translate = mat4(
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1.0, 0.0, 0.0, 17.0 / layer,
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0.0, 1.0, 0.0, (2.0 + layer / 1.5) * (GameTime * 1.5),
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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mat2 rotate = mat2_rotate_z(radians((layer * layer * 4321.0 + layer * 9.0) * 2.0));
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mat2 scale = mat2((4.5 - layer / 4.0) * 2.0);
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return mat4(scale * rotate) * translate * SCALE_TRANSLATE;
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}
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out vec4 fragColor;
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void main() {
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vec3 color = textureProj(Sampler0, texProj0).rgb * COLORS[0];
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for (int i = 0; i < EndPortalLayers; i++) {
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color += textureProj(Sampler1, texProj0 * end_portal_layer(float(i + 1))).rgb * COLORS[i];
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}
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fragColor = vec4(color, 1.0);
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}
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