Build shader update

This commit is contained in:
Anuken 2018-11-15 10:01:03 -05:00
parent e584139b6d
commit a011728cc9

View File

@ -29,18 +29,11 @@ void main() {
vec4 c = texture2D(u_texture, v_texCoord.xy);
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
float step = 1.0;
bool outline = texture2D(u_texture, t).a < 0.1 &&
(id(texture2D(u_texture, t + vec2(0, step) * v)) || id(texture2D(u_texture, t + vec2(0, -step) * v)) ||
id(texture2D(u_texture, t + vec2(step, 0) * v)) || id(texture2D(u_texture, t + vec2(-step, 0) * v)));
if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress){
c = vec4(0.0);
}
if(c.a > 0.01 || outline){
if(c.a > 0.01){
float f = abs(sin(coords.x*2.0 + u_time));
if(f > 0.9 )
f = 1.0;