🔧 Use RGB for energize a color
This commit is contained in:
@@ -13,7 +13,7 @@
|
||||
|
||||
// The content from common.glsl is automatically prepended to each shader effect.
|
||||
|
||||
uniform vec4 uColor;
|
||||
uniform vec3 uColor;
|
||||
uniform float uScale;
|
||||
|
||||
const float FADE_IN_TIME = 0.3;
|
||||
@@ -63,7 +63,7 @@ void main() {
|
||||
vec4 oColor = getInputColor(iTexCoord.st);
|
||||
|
||||
// Dissolve window to effect color / transparency.
|
||||
oColor.rgb = mix(uColor.rgb, oColor.rgb, 0.2 * masks.y + 0.8);
|
||||
oColor.rgb = mix(uColor, oColor.rgb, 0.2 * masks.y + 0.8);
|
||||
oColor.a = oColor.a * masks.y;
|
||||
|
||||
vec2 scaledUV = (iTexCoord.st - 0.5) * (1.0 + 0.1 * progress);
|
||||
@@ -81,7 +81,7 @@ void main() {
|
||||
particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms) - 1.0), 2.0);
|
||||
}
|
||||
|
||||
oColor.rgb += uColor.rgb * particles * masks.x;
|
||||
oColor.rgb += uColor * particles * masks.x;
|
||||
oColor.a += particles * masks.x;
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
|
||||
Reference in New Issue
Block a user