Pixel-Composer/build/Windows/0/cache/sh_draw_flare_star.shader

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//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
varying vec4 v_vColour;
void main() {
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec4 v_vColour;
float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(21.456, 46.856), vec2(12.989, 78.233))) * 43758.545); }
void main() {
float grey = (v_vColour.r + v_vColour.g + v_vColour.b) / 3. * v_vColour.a;
gl_FragColor = vec4(vec3(1.), grey);
}