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