res/shaders/ags001.shader/ags001-light.fs (view raw)
1varying vec2 texCoord;
2uniform sampler2D tex;
3
4void main() {
5 vec4 color = texture2D(tex, texCoord);
6 vec4 reflection = texture2D(tex, texCoord - vec2(0, 0.025));
7 vec3 bleed = vec3(0.12, 0.14, 0.19);
8 vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(1.6, 1.6);
9 bleed += (dot(pow(radius, vec2(4.0)), pow(radius, vec2(4.0))) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2);
10 color.rgb += bleed;
11 color.rgb += reflection.rgb * 0.07;
12 color.a = 1.0;
13 gl_FragColor = color;
14}