red_alert.glsl 304 B

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  1. float4 render(float2 uv) {
  2. int iTime = int(builtin_elapsed_time_since_shown);
  3. float4 image_color = image.Sample(builtin_texture_sampler, uv);
  4. float red = (builtin_elapsed_time_since_shown - iTime);
  5. red = red > 0.5 ? 1 - red : red;
  6. image_color[0] = image_color[0] + red * 0.7;
  7. return image_color;
  8. }