Shaders/radiation: Maybe fix some weird graphical effects on some Intel graphics chipsets (#5648)
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@@ -41,7 +41,7 @@ highp float fbm(highp vec2 uv) {
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void fragment() {
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highp vec2 finalCoords = (FRAGCOORD.xy - positionInput) / (renderScale * 32.0);
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highp float distanceToCenter = length(finalCoords);
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highp float nlife = pow(sin(life * 3.141592), 0.5);
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highp float nlife = pow(sin(clamp(life, 0.0, 1.0) * 3.141592), 0.5);
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highp float on = ((range - distanceToCenter) / range);
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highp float n = on;
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highp vec2 fcOffset = vec2(fbm(finalCoords.xy + life / 2.0),fbm(finalCoords.yx + life / 2.0));
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