Fix compat mode stealth shader (#11833)

This commit is contained in:
Leon Friedrich
2022-10-11 13:55:19 +13:00
committed by GitHub
parent f2a9f6ad88
commit 436131e9f4

View File

@@ -9,28 +9,28 @@ const mediump float distance_scale = 0.125;
void fragment() {
vec4 sprite = zTexture(UV);
highp vec4 sprite = zTexture(UV);
if (sprite.a == 0.0) {
discard;
}
// get distortion magnitude. hand crafted from a random jumble of trig functions
vec2 coords = (FRAGCOORD.xy + reference) * distance_scale;
float w = sin(TIME + (coords.x + coords.y + 2.0*sin(TIME*time_scale) * sin(TIME*time_scale + coords.x - coords.y)) );
highp vec2 coords = (FRAGCOORD.xy + reference) * distance_scale;
highp float w = sin(TIME + (coords.x + coords.y + 2.0*sin(TIME*time_scale) * sin(TIME*time_scale + coords.x - coords.y)) );
// visualize distortion via:
// COLOR = vec4(w,w,w,1);
// COLOR = vec4(w,w,w,1.0);
w *= (3 + visibility * 2);
w *= (3.0 + visibility * 2.0);
vec4 background = zTextureSpec(SCREEN_TEXTURE, ( FRAGCOORD.xy + vec2(w) ) * SCREEN_PIXEL_SIZE );
highp vec4 background = zTextureSpec(SCREEN_TEXTURE, ( FRAGCOORD.xy + vec2(w) ) * SCREEN_PIXEL_SIZE );
float alpha;
if (visibility>0)
lowp float alpha;
if (visibility>0.0)
alpha = sprite.a * visibility;
else
alpha = 0;
alpha = 0.0;
COLOR.xyz = mix(background.xyz, sprite.xyz, alpha);
COLOR.a = 1.0;