GLES2: Fixes, clarifications to shaders

This commit is contained in:
20kdc
2020-08-29 19:55:16 +01:00
parent d1f0ea0112
commit 8acb0ba1a5
4 changed files with 6 additions and 4 deletions

View File

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