Singularity Fixes, Part 3 (#4105)
* Hopefully make singularity shader warping resolution-invariant This may or may not fix intensity issues * Fix singularity 'zero velocity' check It got stuck in a corner. Twice. I really thought I'd fixed that. * Make it easier to move around various power stuff by shrinking their AABBs a little and making singulo generator a circle * Changes to some machine prototypes to reduce duplication of collision changes (#1) * Changes to some machine prototypes to reduce duplication of collision changes * BaseMachine.BaseMachineUnpowered -> BaseMachine.BaseMachinePowered
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@@ -2,13 +2,14 @@
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uniform sampler2D SCREEN_TEXTURE;
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uniform highp vec2 positionInput;
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uniform highp vec2 renderScale;
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uniform highp float falloff;
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uniform highp float intensity;
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void fragment() {
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highp float distanceToCenter = length(FRAGCOORD.xy-positionInput);
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highp float distanceToCenter = length((FRAGCOORD.xy - positionInput) / renderScale);
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highp vec2 finalCoords = FRAGCOORD.xy - positionInput;
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highp float deformation = (pow(intensity, 2.0)*500.0) / pow(distanceToCenter, pow(falloff, 0.5));
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