3 const vec3 color = vec3(0.2, 0.4, 1.0);
5 vec2 uv = gl_TexCoord[0].st;
6 vec2 pt = uv * vec2(2.0) - vec2(1.0);
8 float d_horiz = abs(pt.x);
9 float d_vert = max(abs(pt.y), 0.0);
11 float beam_sharpness = 80.0 * min(uv.y + 0.3, 1.0);
12 float beam_intensity = 6.0 * (1.0 - uv.y);
14 float glow_u = pow(1.0 - smoothstep(0.0, 1.0, d_horiz), beam_sharpness) * beam_intensity;
15 float glow_v = 1.0 - smoothstep(0.8, 1.0, d_vert);
17 float glow = glow_u * glow_v;
19 gl_FragColor.rgb = color * glow;// + vec3(0.0, 1.0, 0.0) * step(0.99, max(abs(pt.x), abs(pt.y)));