wynnpack-archive/assets/minecraft/shaders/include/glint.glsl

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2024-12-07 12:33:02 +00:00
#define pi (3.1415926538)
#define brightness (0.1)
const vec2 uvs[4] = vec2[](vec2(0, 0), vec2(0, 1), vec2(1, 1), vec2(1, 0));
float edge(vec2 uv) {
return (1 - brightness) + sin(pi * uv.x) * sin(pi * uv.y);
}
vec2 scale(vec2 pos, vec2 size) {
pos *= floor(size);
return pos;
}