🔧 Use vec2 for size uniform

This commit is contained in:
Simon Schneegans
2022-05-11 05:33:25 +02:00
parent afaeebd0ab
commit 1347fc4d11
11 changed files with 21 additions and 24 deletions
+2 -2
View File
@@ -196,7 +196,7 @@ if (utils.isInShellProcess()) {
float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY);
vec2 coords = (texCoords + hash22(seed)) * uSize;
// Apply global scale.
coords /= gridSize;
@@ -258,7 +258,7 @@ if (utils.isInShellProcess()) {
float windowOut = smoothstep(0, 1, clamp(progress/WINDOW_OUT_TIME, 0, 1));
// Use a noise function to dissolve the window.
float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * vec2(uSizeX, uSizeY) / 250) - 1.0));
float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * uSize / 250) - 1.0));
float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0) : mix(noise, 1.0, windowOut * 2.0 - 1.0));
cogl_color_out.a *= windowMask * mask;