fire2.glsl 301 B

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  1. uniform sampler2D samp9;
  2. out vec4 ocol0;
  3. in vec2 uv0;
  4. void main()
  5. {
  6. vec4 c0 = texture(samp9, uv0);
  7. float red = 0.0;
  8. float green = 0.0;
  9. float blue = 0.0;
  10. float avg = (c0.r + c0.g + c0.b) / 3;
  11. red = c0.r + (c0.g / 2) + (c0.b / 3);
  12. green = c0.r / 3;
  13. ocol0 = vec4(red, green, blue, 1.0);
  14. }