tab space conversion

This commit is contained in:
betalars 2024-10-02 01:31:33 +02:00
parent 1c1262af82
commit a992558c77
1 changed files with 5 additions and 5 deletions

View File

@ -103,26 +103,26 @@ void vertex() {
void fragment() {
vec2 uv = UV + texture(noise, UV * 0.1 - TIME * vec2(0, 0.01)).zx * 0.2;
float rainAmount = sin(TIME*.05)*10.0+0.7;
rainAmount = 1.5;
float staticDrops = S(-.5, 1., rainAmount)*2.;
float layer1 = S(.25, .5, rainAmount);
float layer2 = S(.0, .5, rainAmount);
vec2 c = Drops(-uv, TIME*.3, staticDrops, layer1, layer2);
vec2 e = vec2(.001, 0.);
float cx = Drops(-uv+e, TIME*.3, staticDrops, layer1, layer2).x;
float cy = Drops(-uv+e.yx, TIME*.3, staticDrops, layer1, layer2).x;
vec2 n = vec2(cx-c.x, cy-c.x); // expensive normals
n *= 0.3;
vec2 flowing_water = texture(noise, UV * vec2(1, 0.3) - TIME * vec2(0.01, 0.2)).xy;
flowing_water = texture(noise, UV + flowing_water - TIME * vec2(-0.02, 0.2)).yz;
flowing_water = flowing_water * vec2(0.03, 0.02);
vec3 col = texture(viewport_tex, flowing_water + SCREEN_UV + n).rgb;
ROUGHNESS = 0.1;
SPECULAR = 1.0;
ALBEDO = vec3(0.02);