Shield shader simplification

This commit is contained in:
Anuken
2018-11-08 23:50:03 -05:00
parent e9783ecccc
commit 4f96744ff2
3 changed files with 11 additions and 25 deletions
+6 -15
View File
@@ -6,9 +6,10 @@ precision highp int;
#define MAX_HITS 64
#define HIT_RADIUS 12.0
#define ALPHA 0.18
#define thickness 1.0
#define step 2.0
uniform sampler2D u_texture;
uniform vec4 u_color;
uniform vec2 u_texsize;
uniform float u_time;
uniform float u_scaling;
@@ -25,29 +26,19 @@ float round(float f){
void main() {
vec2 T = v_texCoord.xy;
vec2 coords = (T * u_texsize) + u_offset;
T += vec2(sin(coords.y / 3.0 + u_time / 20.0) / 240.0, sin(coords.x / 3.0 + u_time / 20.0) / 240.0) * u_scaling;
float si = sin(u_time / 20.0) / 8.0;
vec4 color = texture2D(u_texture, T);
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
bool any = false;
if(texture2D(u_texture, T).a < 0.1 &&
(texture2D(u_texture, T + vec2(0, step) * v).a > 0.1 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.1 ||
texture2D(u_texture, T + vec2(step, 0) * v).a > 0.1 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.1)){
float thickness = 1.0;
float step = 2.0;
if(texture2D(u_texture, T).a < 0.1 &&
(texture2D(u_texture, T + vec2(0, step) * v).a > 0.1 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.1 ||
texture2D(u_texture, T + vec2(step, 0) * v).a > 0.1 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.1))
any = true;
if(any){
gl_FragColor = mix(u_color, vec4(1.0), si);
gl_FragColor = mix(v_color, vec4(1.0), si);
}else{
if(color.a > 0.1){