fix frag shader
This commit is contained in:
parent
38e7d27b2e
commit
280d1ac498
@ -134,13 +134,14 @@ void main()
|
||||
float r = texture(Texture1, distortedCoord + vec2(offset * 5, 0.0)).r;
|
||||
float g = texture(Texture1, distortedCoord + vec2(0.0, offset * 2.0)).g;
|
||||
float b = texture(Texture1, distortedCoord - vec2(offset, 0.0)).b;
|
||||
vec3 color = vec3(r, g, b);
|
||||
float a = texture(Texture1, distortedCoord).a;
|
||||
vec4 color = vec4(r, g, b, a);
|
||||
|
||||
vec3 noisyColor = mix(color.rgb, vec3(noise, noise2, noise3), (strength / 2 + .2));
|
||||
vec4 noisyColor = vec4(mix(color.rgb, vec3(noise, noise2, noise3), (strength / 2 + .2)), color.a);
|
||||
float flicker = (1 - strength * 0.5) + 0.25 * (strength * sin(GameTime + sin(GameTime * 7.0) + 1));
|
||||
|
||||
float dim = u_battery < 0.1 ? u_battery * 10.0 : 1;
|
||||
noiseColor = vec4(noisyColor, texColor.a * flicker * dim);
|
||||
noiseColor = vec4(noisyColor.rgb, noisyColor.a * flicker * dim);
|
||||
if (u_hit_timer > 0.0) {
|
||||
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
|
||||
uv *= 1.0 - uv.yx;
|
||||
@ -152,7 +153,6 @@ void main()
|
||||
|
||||
float mask = calculateMask(gl_FragCoord.xy / u_resolution, u_battery, 0.08f, 0.02f);
|
||||
FragColor = vec4(noiseColor.rgb * mask, noiseColor.a);
|
||||
// FragColor = noiseColor;
|
||||
} else {
|
||||
FragColor = texColor;
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user