Fixed build shader / Server now displays map directory

This commit is contained in:
Anuken
2019-02-06 13:59:10 -05:00
parent 4f9e64588f
commit 25658f2a0a
4 changed files with 13 additions and 12 deletions

View File

@@ -22,7 +22,7 @@ bool id(vec2 coords, vec4 base){
}
bool cont(vec2 T, vec2 v){
float step = 1.0;
const float step = 3.0;
vec4 base = texture2D(u_texture, T);
return base.a > 0.1 &&
(id(T + vec2(0, step) * v, base) || id(T + vec2(0, -step) * v, base) ||
@@ -41,13 +41,8 @@ void main() {
vec2 center = ((u_uv + u_uv2)/2.0 - u_uv) /v;
float dst = (abs(center.x - coords.x) + abs(center.y - coords.y))/2.0;
float chance = 1.0;
if(u_progress > 0.8){
chance = 1.0-(u_progress-0.8)*5.0;
}
if((mod(u_time / 1.5 + value, 20.0) < 5.0 && cont(t, v))){
if((mod(u_time / 1.5 + value, 20.0) < 15.0 && cont(t, v))){
gl_FragColor = u_color;
}else if(dst > (1.0-u_progress) * (center.x)){
gl_FragColor = color;