Fixed positions jumping with shader zoom-out

This commit is contained in:
Anuken
2018-03-14 14:13:06 -04:00
parent 99c12595a9
commit a023c4fbac
6 changed files with 22 additions and 39 deletions

View File

@ -1,5 +1,5 @@
#ifdef GL_ES
precision mediump float;
precision highp float;
precision mediump int;
#endif
@ -72,14 +72,17 @@ void main() {
color = old;
}
float n1 = snoise(coords / 20.0 + vec2(time) / 250.0);
float n2 = snoise((coords + vec2(632.0)) / 9.0 + vec2(0.0, -time) / 220.0);
const float bs = 1.0;
float r = (n1 + n2) / 2.0;
float n1 = snoise(coords / (20.0 * bs) + vec2(time) / 250.0);
float n2 = snoise((coords + vec2(632.0)) / (9.0 * bs) + vec2(0.0, -time) / 220.0);
float n3 = snoise((coords + vec2(2233.0)) / (15.0 * bs) + vec2(time, 0.0) / 290.0);
if(r < -0.6){
float r = (n1 + n2 + n3) / 3.0;
if(r < -0.5){
color = s2;
}else if(r < -0.2 && r > -0.6){
}else if(r < -0.2){
color = s1;
}
}