More delta touch shader fixes.

This commit is contained in:
Mari the Deer 2022-07-25 09:29:13 +02:00
commit 92abbf5cf0
3 changed files with 8 additions and 8 deletions

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r214 \cu(Mon 25 Jul 02:04:56 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r214 \cu(2022-07-25 02:04:56)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r215 \cu(Mon 25 Jul 09:29:13 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r215 \cu(2022-07-25 09:29:13)\c-";

View file

@ -3,7 +3,7 @@
void main()
{
vec2 uv = TexCoord;
vec2 bresl = textureSize(InputTexture,0);
vec2 bresl = vec2(textureSize(InputTexture,0));
vec2 sr = vec2(1.,bresl.y/bresl.x);
vec3 ice = texture(BumpTex,uv*sr*4.).xyz;
vec2 ofs = (ice.xy-.5)*2.;
@ -31,7 +31,7 @@ void main()
ang = timer*.02;
uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.2;
smk += texture(WarpTex,uv2).x;
smk = pow(max(0,smk*.25),4.);
smk = pow(max(0.,smk*.25),4.);
col += vec3(.8,1.,1.2)*smk*2.*str2;
FragColor = vec4(col,1.);
}

View file

@ -7,14 +7,14 @@ void main()
vec2 uv = TexCoord.st;
vec3 base = texture(InputTexture,uv).rgb;
vec2 bof = 1./vec2(textureSize(InputTexture,0));
int rsamples, tstep = 1;
float rsamples, tstep = 1.;
vec2 bstr = bof*4.;
float bstep;
vec2 rcoord;
for ( int i=1; i<=5; i++ )
for ( float i=1.; i<=5.; i+=1. )
{
rsamples = i*3;
for ( int j=0; j<rsamples; j++ )
rsamples = i*3.;
for ( float j=0.; j<rsamples; j+=1. )
{
bstep = PI*2./rsamples;
rcoord = vec2(cos(j*bstep),sin(j*bstep))*i;