Fixed some shaders
This commit is contained in:
@@ -6,6 +6,6 @@ void main() {
|
||||
float len = length(openfl_TextureCoordv - vec2(0.5, 0.5));
|
||||
float r = 0.5 - (1.0 / openfl_TextureSize.x);
|
||||
vec4 c = flixel_texture2D(bitmap, openfl_TextureCoordv);
|
||||
vec4 color = mix(vec4(0, 0, 0, 0.5), c, c.a);
|
||||
gl_FragColor = color * clamp(1 - ((len - r) * openfl_TextureSize.x), 0, 1);
|
||||
vec4 color = mix(vec4(0.0, 0.0, 0.0, 0.5), c, c.a);
|
||||
gl_FragColor = color * clamp(1.0 - ((len - r) * openfl_TextureSize.x), 0.0, 1.0);
|
||||
}
|
||||
@@ -7,9 +7,9 @@ int steps = 16;
|
||||
int stepsInside = 2;
|
||||
float strength = 0.0075;
|
||||
vec4 getColor(vec2 pos) {
|
||||
if (pos.x < 0) pos.x = 0;
|
||||
if (pos.x < 0.0) pos.x = 0.0;
|
||||
else if (pos.x > 1.0 - (1.0 / openfl_TextureSize.x)) pos.x = 1.0 - (1.0 / openfl_TextureSize.x);
|
||||
if (pos.y < 0) pos.y = 0;
|
||||
if (pos.y < 0.0) pos.y = 0.0;
|
||||
else if (pos.y > 1.0 - (1.0 / openfl_TextureSize.y)) pos.y = 1.0 - (1.0 / openfl_TextureSize.y);
|
||||
// return textureCam(bitmap, pos);
|
||||
return flixel_texture2D(bitmap, pos);
|
||||
@@ -17,15 +17,18 @@ vec4 getColor(vec2 pos) {
|
||||
void main() {
|
||||
// vec2 camPos = getCamPos(openfl_TextureCoordv);
|
||||
vec2 camPos = openfl_TextureCoordv;
|
||||
if (camPos.x < 0 || camPos.x > 1 || camPos.y < 0 || camPos.y > 1)
|
||||
if (camPos.x < 0.0 || camPos.x > 1.0 || camPos.y < 0.0 || camPos.y > 1.0)
|
||||
return;
|
||||
|
||||
vec4 color = getColor(camPos);
|
||||
float fsteps = steps;
|
||||
for(float inside = 1; inside < stepsInside+1; inside++) {
|
||||
for(float inside = 1.0; inside < stepsInside+1.0; inside++) {
|
||||
for(int i = 0; i < steps; i++) {
|
||||
float fi = i;
|
||||
color += getColor(camPos + vec2(strength * (inside / stepsInside) * cos(fi / fsteps * (PI * 2.0)), strength * (inside / stepsInside) * sin(fi / fsteps * (PI * 2.0))));
|
||||
color += getColor(camPos + vec2(
|
||||
strength * (inside / stepsInside) * cos(fi / fsteps * (PI * 2.0)),
|
||||
strength * (inside / stepsInside) * sin(fi / fsteps * (PI * 2.0))
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -28,7 +28,7 @@ void main() {
|
||||
|
||||
hsv.g = (1.0/3.0) * strength * coords.y;
|
||||
|
||||
hsv.r = mod(elapsed + coords.x + coords.y, 1);
|
||||
hsv.r = mod(elapsed + coords.x + coords.y, 1.0);
|
||||
|
||||
gl_FragColor = vec4(hsv2rgb(hsv), color.a);
|
||||
}
|
||||
Reference in New Issue
Block a user