fix uTime uniform
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c4569168c7
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c0d19f102a
2 changed files with 10 additions and 7 deletions
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@ -4,8 +4,11 @@
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* View this shader on shadertoy: https://www.shadertoy.com/view/t3tSRj#
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* View this shader on shadertoy: https://www.shadertoy.com/view/t3tSRj#
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*/
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*/
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#ifdef GL_ES
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precision highp float;
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precision highp float;
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#endif
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uniform float uTime;
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/* ==== Text Colouring ==== */
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/* ==== Text Colouring ==== */
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#define PHOSPHOR_COL vec4(1, 1., 1., 1.)
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#define PHOSPHOR_COL vec4(1, 1., 1., 1.)
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#define BG_COL vec4(0.2, 0.0, 0.2, 0.)
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#define BG_COL vec4(0.2, 0.0, 0.2, 0.)
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@ -296,7 +299,7 @@ float vt220Font(vec2 p, float c) {
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// https://www.shadertoy.com/view/MsdGWn
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// https://www.shadertoy.com/view/MsdGWn
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//
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//
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float textLines(vec2 uvG) {
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float textLines(vec2 uvG) {
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float wt = 5. * (iTime + 0.5*sin(iTime*1.4) + 0.2*sin(iTime*2.9)); // wobbly time
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float wt = 5. * (uTime + 0.5*sin(uTime*1.4) + 0.2*sin(uTime*2.9)); // wobbly time
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vec2 uvGt = uvG + vec2(0., floor(wt));
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vec2 uvGt = uvG + vec2(0., floor(wt));
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float ll = rand(vec2(uvGt.y, - 1.)) * ROWCOLS.x; // line length
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float ll = rand(vec2(uvGt.y, - 1.)) * ROWCOLS.x; // line length
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@ -362,12 +365,12 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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uvNoise = ceil(uvNoise * ROWCOLS) / ROWCOLS;
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uvNoise = ceil(uvNoise * ROWCOLS) / ROWCOLS;
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float val;
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float val;
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if (iTime < 2.0)
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if (uTime < 2.0)
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val = textLines(uvG);
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val = textLines(uvG);
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else if (iTime < 2.3)
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else if (uTime < 2.3)
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val = rand(uvG * iTime) * 17.;
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val = rand(uvG * uTime) * 17.;
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else {
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else {
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float noise = smokeNoise(vec3(uvNoise * noiseScale, iTime * noiseTimeScale));
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float noise = smokeNoise(vec3(uvNoise * noiseScale, uTime * noiseTimeScale));
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// Noise is fed through a sigmoid function, then quantised to integer range 0-17
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// Noise is fed through a sigmoid function, then quantised to integer range 0-17
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val = (exp(noise) / 2.71828); // increase contrast (normalised 0.0 - 1.0)
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val = (exp(noise) / 2.71828); // increase contrast (normalised 0.0 - 1.0)
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val = 1.0 / val;
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val = 1.0 / val;
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