🔧 Pass initial pointer position to magic lamp shader

This commit is contained in:
Simon Schneegans
2023-08-02 19:25:31 +02:00
parent b53b856c3e
commit 21dc4eac3d
2 changed files with 39 additions and 24 deletions
+11 -7
View File
@@ -15,7 +15,8 @@
// The content from common.glsl is automatically prepended to each shader effect.
uniform vec2 uActorScale;
uniform vec2 uPointerPos;
uniform vec2 uInitialPointerPos;
uniform vec2 uCurrentPointerPos;
uniform vec2 uControlPointA;
uniform vec2 uControlPointB;
@@ -25,22 +26,25 @@ void main() {
vec2 texcoord = iTexCoord.st;
texcoord = texcoord * uActorScale + 0.5 - uActorScale * 0.5;
vec2 warp = (texcoord - uPointerPos) * progress / (1.0 - progress);
texcoord += warp * 0.5;
vec2 warp = (texcoord - uInitialPointerPos) * progress / (1.0 - progress);
vec4 oColor = getInputColor(texcoord);
vec4 oColor = getInputColor(texcoord + warp);
if (length(texcoord - uPointerPos) < 0.02) {
if (length(texcoord - uInitialPointerPos) < 0.02) {
oColor = vec4(1.0);
}
if (length(texcoord - uControlPointA) < 0.02) {
if (length(texcoord - uCurrentPointerPos) < 0.02) {
oColor = vec4(1.0, 0.0, 0.0, 1.0);
}
if (length(texcoord - uControlPointB) < 0.02) {
if (length(texcoord - uControlPointA) < 0.02) {
oColor = vec4(0.0, 1.0, 0.0, 1.0);
}
if (length(texcoord - uControlPointB) < 0.02) {
oColor = vec4(0.0, 0.0, 1.0, 1.0);
}
setOutputColor(oColor);
}