🔧 Use RGB for wisps color

This commit is contained in:
Simon Schneegans
2022-06-13 06:27:10 +02:00
parent d76aea4fc8
commit ca4484727f
3 changed files with 4 additions and 4 deletions
+1 -1
View File
@@ -4,4 +4,4 @@
effect.setUniform(this.shader, 'uDuration', this.duration * 0.001);
effect.setUniform(this.shader, 'uScale', effect.readConfig('Scale', 1.0));
effect.setUniform(this.shader, 'uColor', this.readRGBAConfig('Color'));
effect.setUniform(this.shader, 'uColor', this.readRGBConfig('Color'));
+2 -2
View File
@@ -14,7 +14,7 @@
// The content from common.glsl is automatically prepended to each shader effect.
uniform vec2 uSeed;
uniform vec4 uColor;
uniform vec3 uColor;
uniform float uScale;
const float WISPS_RADIUS = 20.0;
@@ -99,7 +99,7 @@ void main() {
oColor.a *= windowMask * mask;
// Add the wisps.
vec4 wispColor = wisps * vec4(uColor.rgb, min(wispsIn, 1.0 - wispsOut) * mask);
vec4 wispColor = wisps * vec4(uColor, min(wispsIn, 1.0 - wispsOut) * mask);
oColor = alphaOver(oColor, wispColor);
// These are pretty useful for understanding how this works.
+1 -1
View File
@@ -58,7 +58,7 @@ var Wisps = class {
// clang-format off
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, 1.0]);
shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('wisps-scale')]);
// clang-format on
});