From 8d6fd1befd53948cfb4f44ba84bfdb54ac97cf81 Mon Sep 17 00:00:00 2001 From: jjesswan Date: Mon, 6 May 2024 17:33:46 -0400 Subject: saving --- resources/shaders/foam.frag | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'resources') diff --git a/resources/shaders/foam.frag b/resources/shaders/foam.frag index 9e86011..30fe241 100644 --- a/resources/shaders/foam.frag +++ b/resources/shaders/foam.frag @@ -21,8 +21,8 @@ float getSaturation(vec2 k, vec2 xzPos, float adjWaveLength, float phaseC){ //k = normalize(k); float result = dot(k, xzPos) * 3.14f / adjWaveLength; result = result + phaseC*time*.5f; - result = -tan(result + 1.57f); - result = exp(result) / 100.f; + result = -tan(result) + 1.57f; + result = exp(result) / 20.f; return result; @@ -32,7 +32,7 @@ float getSaturation(vec2 k, vec2 xzPos, float adjWaveLength, float phaseC){ void main() { float height = pos.y; - float saturation = getSaturation(dir, vec2(pos.x,pos.z), 100.f, constants[0]); + float saturation = getSaturation(dir, vec2(pos.x,pos.z), 100.f, 1.f); vec4 m_uv = texture(halftone_texture, tex); float m_threshold = m_uv.r * m_uv.g * m_uv.b; @@ -45,9 +45,9 @@ void main() { // apply foam texture vec4 foam = texture(foam_texture, tex*.3); - vec4 j = vec4(vec3(g*foam), 1); - //if (saturation > m_threshold) j = vec4(vec3(g*foam), 1); + vec4 j = vec4(22, 33, 54, 100)/255; + if (saturation > m_threshold) j = vec4(vec3(g*foam), 1); - fragColor = vec4(j); + // fragColor = vec4(vec3(saturation), 1); } -- cgit v1.2.3-70-g09d2