Fix compatibility mode drunk shader (#9053)

This commit is contained in:
Leon Friedrich
2022-06-23 18:20:39 +12:00
committed by GitHub
parent df267b4466
commit 0954efa6ed

View File

@@ -6,15 +6,15 @@ const highp float DistortionScale = 0.01;
void fragment() {
highp float mod = mix(0.0, DistortionScale, boozePower);
vec2 coord = FRAGCOORD.xy * SCREEN_PIXEL_SIZE.xy;
float time = TIME * TimeScale;
highp vec2 coord = FRAGCOORD.xy * SCREEN_PIXEL_SIZE.xy;
highp float time = TIME * TimeScale;
vec2 offset = vec2((mod * 1.5) * sin(time * 1.5), (mod * 2.0) * cos(time * 1.5 - 0.2));
highp vec2 offset = vec2((mod * 1.5) * sin(time * 1.5), (mod * 2.0) * cos(time * 1.5 - 0.2));
highp vec4 tex1 = zTextureSpec(SCREEN_TEXTURE, coord + offset);
if (boozePower > 0.5) {
offset = vec2((mod * 2 - DistortionScale) * sin(time * 0.333 - 0.2), (mod * 2 - DistortionScale) * cos(time * 0.333));
tex1 = mix(tex1, zTextureSpec(SCREEN_TEXTURE, coord + offset), mix(0.0, 0.3, boozePower*2-1));
offset = vec2((mod * 2.0 - DistortionScale) * sin(time * 0.333 - 0.2), (mod * 2.0 - DistortionScale) * cos(time * 0.333));
tex1 = mix(tex1, zTextureSpec(SCREEN_TEXTURE, coord + offset), mix(0.0, 0.3, boozePower*2.0-1.0));
}
offset = vec2((mod * 1.0) * sin(time * 1.0 + 0.1), (mod * 1.0) * cos(time * 1.0));