19 lines
464 B
GLSL
19 lines
464 B
GLSL
#version 430 core
|
|
in vec2 cenPos;
|
|
in vec2 texPos;
|
|
in vec2 texDist;
|
|
in float factor;
|
|
out vec4 fColor;
|
|
layout (binding = 1) uniform sampler2D screenTexture;
|
|
float f ( float x) {
|
|
return max (1, 1 / (2 * x + 0.5)) ;
|
|
// return min (1, x) ;
|
|
}
|
|
void main()
|
|
{
|
|
vec4 tColor = vec4(texture(screenTexture , texPos) );
|
|
float t = distance(cenPos,texDist);
|
|
fColor = vec4(tColor.xy,t,tColor.w);
|
|
//, cenPos + f(distance(cenPos,texDist)) * (texPos - cenPos))) ;
|
|
}
|