#include frex:shaders/api/fragment.glsl #include frex:shaders/lib/math.glsl /****************************************************** canvas:shaders/material/cold_glow.frag ******************************************************/ void frx_startFragment(inout frx_FragmentData fragData) { float b = frx_smootherstep(0.1, 0.5, dot(fragData.spriteColor.rgb, vec3(-1.0, 0.0, 1.0))); float l = frx_smootherstep(0.8, 1.0, frx_luminance(fragData.spriteColor.rgb)); fragData.emissivity = max(b, l); }