🔧 Make shaders compatible with GLES

This commit is contained in:
Simon Schneegans
2023-04-02 20:42:38 +02:00
parent c78bc4c094
commit 5aad16c8bf
7 changed files with 44 additions and 32 deletions
+3 -3
View File
@@ -54,7 +54,7 @@ vec2 getRain(vec2 fragCoord) {
float delay = fract(sin(column) * 78.233) * mix(0.0, 1.0, uRandomness);
float speed = fract(cos(column) * 12.989) * mix(0.0, 0.3, uRandomness) + 1.5;
float distToDrop = (uProgress * 2 - delay) * speed - iTexCoord.y;
float distToDrop = (uProgress * 2.0 - delay) * speed - iTexCoord.y;
float rainAlpha = distToDrop >= 0.0 ? exp(-distToDrop / TRAIL_LENGTH) : 0.0;
float windowAlpha = 1.0 - clamp(uSize.y * distToDrop, 0.0, FADE_WIDTH) / FADE_WIDTH;
@@ -91,7 +91,7 @@ void main() {
// This is used to fade out the remaining trails in the end.
float finalFade =
1 -
1.0 -
clamp((uProgress - FINAL_FADE_START_TIME) / (1.0 - FINAL_FADE_START_TIME), 0.0, 1.0);
float rainAlpha = finalFade * rainMask.x;
@@ -106,4 +106,4 @@ void main() {
// oColor = vec4(vec3(rainMask.y), 1);
setOutputColor(oColor);
}
}