diff --git a/assets/shaders/frag.glsl b/assets/shaders/frag.glsl index c0fd66c..4dbe17e 100644 --- a/assets/shaders/frag.glsl +++ b/assets/shaders/frag.glsl @@ -45,7 +45,7 @@ vec2 fisheyeDistort(vec2 coord, float strength) { float distance = length(centered); // Reduce strength near edges - float adjustedStrength = strength * (1.0 - smoothstep(0.7, 0.9, distance)); + float adjustedStrength = (1 - strength) * (1.0 - smoothstep(0.7, 0.9, distance)); float distorted = distance * (1.0 + adjustedStrength * distance * distance); @@ -69,7 +69,7 @@ float calculateMask(vec2 coord, float fisheyeStrength, float maskThreshold, floa return 1.0; } - float distorted = distance * (1.0 + fisheyeStrength * distance * distance); + float distorted = distance * (1.0 + (1 - fisheyeStrength) * distance * distance); vec2 distortedCoord = centered * (distorted / distance); distortedCoord = distortedCoord * 0.5 + 0.5; float maxDistortion = max( @@ -150,7 +150,7 @@ void main() noiseColor *= vec4(vig) * vec4(1.0, inv_hit, inv_hit, 1.0); } - float mask = calculateMask(gl_FragCoord.xy / u_resolution, 1, 0.08f, 0.02f); + float mask = calculateMask(gl_FragCoord.xy / u_resolution, u_battery, 0.08f, 0.02f); FragColor = vec4(noiseColor.rgb * mask, noiseColor.a); // FragColor = noiseColor; } else {