GLES2: Fixes, clarifications to shaders
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@@ -6,8 +6,8 @@ void fragment() {
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highp float remaining = -pow(percentComplete, fadeFalloffExp) + 1.0;
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// Two ghost textures that spin around the character
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highp vec4 tex1 = texture2D(TEXTURE, vec2(UV.x + (0.02) * sin(TIME * 3.0), UV.y + (0.02) * cos(TIME * 3.0)));
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highp vec4 tex2 = texture2D(TEXTURE, vec2(UV.x + (0.01) * sin(TIME * 2.0), UV.y + (0.01) * cos(TIME * 2.0)));
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highp vec4 tex1 = zTexture(vec2(UV.x + (0.02) * sin(TIME * 3.0), UV.y + (0.02) * cos(TIME * 3.0)));
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highp vec4 tex2 = zTexture(vec2(UV.x + (0.01) * sin(TIME * 2.0), UV.y + (0.01) * cos(TIME * 2.0)));
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highp vec4 textureMix = mix(tex1, tex2, 0.5);
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