Shader fixes for Delta Touch.

This commit is contained in:
Marisa the Magician 2023-11-29 19:36:58 +01:00
commit db6eced213
5 changed files with 16 additions and 16 deletions

View file

@ -5,11 +5,11 @@ vec4 ProcessLight( vec4 color )
if ( gs.x > .5 ) return color;
if ( gs.y > .5 )
{
float glow = max(0.,sin(timer*4)-.5);
float glow = max(0.,sin(timer*4.)-.5);
return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
float glow = 0.25+0.2*sin(timer*8);
return vec4(min(color.rgb+vec3(glow),1.0),color.a);
float glow = .25+.2*sin(timer*8.);
return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
@ -21,12 +21,12 @@ vec4 ProcessTexel()
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
vec2 gs = texture(ambglow,vec2(.5)).xy;
if ( gs.x > .5 ) return vec4(base.rgb+texture(envtex,norm.xz*0.5+0.5).rgb*mask,base.a);
if ( gs.x > .5 ) return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
if ( gs.y > .5 )
{
float glow = max(0.,sin(timer*4)-.5);
vec3 col = base.rgb+texture(envtex,norm.xz*0.5+0.5).rgb*mask;
float glow = max(0.,sin(timer*4.)-.5);
vec3 col = base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask;
return vec4(min(col+vec3(glow),1.),base.a);
}
return vec4(base.rgb+texture(envtex,norm.xz*0.5+0.5).rgb*mask,base.a);
return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
}