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-rw-r--r--resources/images/foam3.pngbin0 -> 2042062 bytes
-rw-r--r--resources/images/halftone.pngbin11714 -> 30448 bytes
-rw-r--r--resources/shaders/foam.frag12
-rw-r--r--resources/shaders/foam.vert2
4 files changed, 7 insertions, 7 deletions
diff --git a/resources/images/foam3.png b/resources/images/foam3.png
new file mode 100644
index 0000000..ab48f97
--- /dev/null
+++ b/resources/images/foam3.png
Binary files differ
diff --git a/resources/images/halftone.png b/resources/images/halftone.png
index c70e107..e059862 100644
--- a/resources/images/halftone.png
+++ b/resources/images/halftone.png
Binary files differ
diff --git a/resources/shaders/foam.frag b/resources/shaders/foam.frag
index 91ce3b9..9e86011 100644
--- a/resources/shaders/foam.frag
+++ b/resources/shaders/foam.frag
@@ -22,7 +22,7 @@ float getSaturation(vec2 k, vec2 xzPos, float adjWaveLength, float phaseC){
float result = dot(k, xzPos) * 3.14f / adjWaveLength;
result = result + phaseC*time*.5f;
result = -tan(result + 1.57f);
- result = exp(result) / 4.f;
+ result = exp(result) / 100.f;
return result;
@@ -38,16 +38,16 @@ void main() {
// final rgba color at x,z pos
vec4 h = vec4(0,0,1,1);
- if (saturation > m_threshold) h = vec4(vec3(m_threshold), 1);
+ if (saturation > m_threshold) h = vec4(1,1,1, 1);
// add fading effect to bubble popping
vec4 g = clamp(.5*saturation - m_threshold, 0, 1) * h;
// apply foam texture
- vec4 foam = texture(foam_texture, tex);
- vec4 j = vec4(0,0,0,1);
- if (saturation > m_threshold) j = vec4(vec3(g*foam), 1);
+ vec4 foam = texture(foam_texture, tex*.3);
+ vec4 j = vec4(vec3(g*foam), 1);
+ //if (saturation > m_threshold) j = vec4(vec3(g*foam), 1);
- fragColor = vec4(vec3(saturation), 1);
+ fragColor = vec4(j);
}
diff --git a/resources/shaders/foam.vert b/resources/shaders/foam.vert
index 261eeea..76f2af7 100644
--- a/resources/shaders/foam.vert
+++ b/resources/shaders/foam.vert
@@ -38,7 +38,7 @@ vec2 calculateTexCoord(vec3 pos){
float offset = .5f;
- return 6*vec2(u_coord + offset, v_coord + offset);
+ return 2*vec2(u_coord + offset, v_coord + offset);
}