More delta touch shader fixes.
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58711d3649
commit
92abbf5cf0
3 changed files with 8 additions and 8 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r214 \cu(Mon 25 Jul 02:04:56 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r214 \cu(2022-07-25 02:04:56)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r215 \cu(Mon 25 Jul 09:29:13 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r215 \cu(2022-07-25 09:29:13)\c-";
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@ -3,7 +3,7 @@
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void main()
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{
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vec2 uv = TexCoord;
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vec2 bresl = textureSize(InputTexture,0);
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vec2 bresl = vec2(textureSize(InputTexture,0));
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vec2 sr = vec2(1.,bresl.y/bresl.x);
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vec3 ice = texture(BumpTex,uv*sr*4.).xyz;
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vec2 ofs = (ice.xy-.5)*2.;
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@ -31,7 +31,7 @@ void main()
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ang = timer*.02;
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uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.2;
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smk += texture(WarpTex,uv2).x;
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smk = pow(max(0,smk*.25),4.);
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smk = pow(max(0.,smk*.25),4.);
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col += vec3(.8,1.,1.2)*smk*2.*str2;
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FragColor = vec4(col,1.);
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}
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@ -7,14 +7,14 @@ void main()
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vec2 uv = TexCoord.st;
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vec3 base = texture(InputTexture,uv).rgb;
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vec2 bof = 1./vec2(textureSize(InputTexture,0));
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int rsamples, tstep = 1;
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float rsamples, tstep = 1.;
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vec2 bstr = bof*4.;
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float bstep;
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vec2 rcoord;
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for ( int i=1; i<=5; i++ )
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for ( float i=1.; i<=5.; i+=1. )
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{
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rsamples = i*3;
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for ( int j=0; j<rsamples; j++ )
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rsamples = i*3.;
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for ( float j=0.; j<rsamples; j+=1. )
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{
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bstep = PI*2./rsamples;
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rcoord = vec2(cos(j*bstep),sin(j*bstep))*i;
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