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-rw-r--r--shaders/bullet_fragment.glsl15
-rw-r--r--shaders/bullet_vertex.glsl14
2 files changed, 29 insertions, 0 deletions
diff --git a/shaders/bullet_fragment.glsl b/shaders/bullet_fragment.glsl
new file mode 100644
index 0000000..5e8becd
--- /dev/null
+++ b/shaders/bullet_fragment.glsl
@@ -0,0 +1,15 @@
+varying mat4 v_tex_rot;
+uniform sampler2D tex;
+
+void main() {
+ vec2 l_uv = gl_TexCoord[0].xy;
+ const vec2 l_offset = vec2(0.5, 0.5);
+ l_uv -= l_offset;
+ l_uv = vec2(v_tex_rot * vec4(l_uv, 0.0, 1.0));
+ l_uv += l_offset;
+ gl_FragColor = texture2D(tex, l_uv);
+ float M = max(max(gl_FragColor.x, gl_FragColor.y), gl_FragColor.z);
+ float C = M - min(min(gl_FragColor.x, gl_FragColor.y), gl_FragColor.z);
+ float S = C > 0.0 ? C / M : 0.0;
+ gl_FragColor.xyz = M * mix(vec3(1.0, 1.0, 1.0), gl_Color.xyz, S);
+}
diff --git a/shaders/bullet_vertex.glsl b/shaders/bullet_vertex.glsl
new file mode 100644
index 0000000..0843be2
--- /dev/null
+++ b/shaders/bullet_vertex.glsl
@@ -0,0 +1,14 @@
+varying mat4 v_tex_rot;
+
+void main() {
+ vec4 l_position = gl_Vertex;
+ vec2 l_direction = normalize(vec2(l_position.z, l_position.w));
+ v_tex_rot = mat4(l_direction.x, l_direction.y, 0.0, 0.0,
+ -l_direction.y, l_direction.x, 0.0, 0.0,
+ 0.0, 0.0, 1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+ l_position.z = 0.0;
+ l_position.w = 1.0;
+ gl_FrontColor = gl_Color;
+ gl_Position = gl_ModelViewProjectionMatrix * l_position;
+}