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fix shaders

This commit is contained in:
Sen 2025-09-01 11:10:03 +02:00
parent 3559a9c78b
commit 06f1604660
Signed by: sen
GPG key ID: 3AC50A6F47D1B722
2 changed files with 3 additions and 2 deletions

View file

@ -28,5 +28,6 @@ void main() {
vec2 shift = vec2(v2rand(coord + fract(time)) * 2.0 - 1.0, v2rand(coord + 0.5 + fract(time)) * 2.0 - 1.0);
shift = vec2(dgauss(shift.x, 0.0, 1.0), dgauss(shift.y, 0.0, 1.0)) * 0.015;
vec3 cl = vec3(inside(coord / vis_div, shift, 0.0, 1.0, 64.0, 1.0, 3.0, 1.0, 3.0), inside(coord / vis_div, shift, 0.0, 1.0, 64.0, 63.0, 1.0, 63.0, 1.0), inside(coord / vis_div, shift, 0.0, 1.0, 64.0, 61.0, 63.0, 61.0, 63.0));
gl_FragColor = vec4(mix(vec3(0.0, 0.0, clamp(0.1 + 0.2 * (vertex.y + 64.0) / 128.0, 0.0, 1.0)), cl, clamp(cl.x + cl.y + cl.z, 0.0, 1.0)), 1.0);
float white = clamp((vertex.y - 112.0) / 16.0, 0.0, 1.0);
gl_FragColor = vec4(mix(vec3(white, white, clamp(white + 0.1 + 0.2 * (vertex.y + 64.0) / 128.0, 0.0, 1.0)), cl, clamp(cl.x + cl.y + cl.z, 0.0, 1.0)), 1.0);
}