Kelsidavis-WoWee/assets/shaders/lens_flare.frag.glsl

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#version 450
layout(push_constant) uniform Push {
vec2 position;
float size;
float aspectRatio;
vec4 color; // rgb + brightness in w
} push;
layout(location = 0) in vec2 UV;
layout(location = 0) out vec4 outColor;
void main() {
vec2 center = UV - 0.5;
float dist = length(center);
float alpha = smoothstep(0.5, 0.0, dist);
float glow = exp(-dist * dist * 8.0) * 0.5;
alpha = max(alpha, glow) * push.color.w;
if (alpha < 0.01) discard;
outColor = vec4(push.color.rgb, alpha);
}