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  1. #version 450 core
  2. #pragma include ./shared.glsl
  3. #pragma include ../misc/glow.glsl
  4. #pragma include ../misc/global.glsl
  5. const GlowArgs GLOW_ARGS = {
  6. /* step0 */ 0.480,
  7. /* step1 */ 0.975,
  8. /* pulseSize0 */ 0.010,
  9. /* pulseSize1 */ 0.050,
  10. /* pulseTime */ 2.000,
  11. };
  12. in FragmentData fragmentData;
  13. flat in int textureId;
  14. uniform sampler2D uTexture[2];
  15. out vec4 outColor;
  16. void main() {
  17. float alpha = glow(GLOW_ARGS, fragmentData.texCoords, uGlobal.time);
  18. vec4 glow = vec4(fragmentData.color.rgb, fragmentData.color.a * alpha);
  19. vec4 tex = texture(uTexture[textureId], 0.5 * GLOW_SIZE * fragmentData.texCoords + vec2(0.5));
  20. outColor = tex * tex.a + glow * (1.0 - tex.a);
  21. }