diff --git a/shaders/glsl/mirrorPass.frag.glsl b/shaders/glsl/mirrorPass.frag.glsl index 2f95912..5683fc3 100644 --- a/shaders/glsl/mirrorPass.frag.glsl +++ b/shaders/glsl/mirrorPass.frag.glsl @@ -35,5 +35,4 @@ void main() { vec3 code = mix(webcam, vec3(0.7, 1.0, 0.4), texture2D(tex, uv).r * (1.0 + intensity * 0.3) + texture2D(bloomTex, uv).r * 0.5); gl_FragColor = vec4(code, 1.0); - // gl_FragColor = vec4(uv, 0.5, 1.0); } diff --git a/shaders/glsl/rainPass.frag.glsl b/shaders/glsl/rainPass.frag.glsl index 695b61b..aa1bfc9 100644 --- a/shaders/glsl/rainPass.frag.glsl +++ b/shaders/glsl/rainPass.frag.glsl @@ -17,7 +17,6 @@ uniform bool showDebugView; uniform bool volumetric; varying vec2 vUV; -varying vec3 vChannel; varying vec4 vShine, vSymbol; varying float vDepth; @@ -104,7 +103,7 @@ void main() { 1. ); } else { - gl_FragColor = vec4(vChannel * brightness * alpha, 1.); + gl_FragColor = vec4(brightness * alpha, 0., 0., 1.); } } diff --git a/shaders/glsl/rainPass.vert.glsl b/shaders/glsl/rainPass.vert.glsl index 5f6c1be..7968b40 100644 --- a/shaders/glsl/rainPass.vert.glsl +++ b/shaders/glsl/rainPass.vert.glsl @@ -10,7 +10,6 @@ uniform vec2 screenSize; uniform float time, animationSpeed, forwardSpeed; uniform bool volumetric; varying vec2 vUV; -varying vec3 vChannel; varying vec4 vShine, vSymbol; varying float vDepth; @@ -36,8 +35,6 @@ void main() { vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner * vec2(density, 1.)) * quadSize; vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0); - vChannel = vec3(1.0, 0.0, 0.0); - // Convert the world space position to screen space if (volumetric) { pos.x /= glyphHeightToWidth; diff --git a/shaders/wgsl/rainPass.wgsl b/shaders/wgsl/rainPass.wgsl index 12c27a4..711a037 100644 --- a/shaders/wgsl/rainPass.wgsl +++ b/shaders/wgsl/rainPass.wgsl @@ -91,8 +91,7 @@ struct VertInput { struct VertOutput { @builtin(position) Position : vec4, @location(0) uv : vec2, - @location(1) channel : vec3, - @location(2) quadDepth : f32, + @location(1) quadDepth : f32, }; struct FragOutput { @@ -346,8 +345,6 @@ fn computeSymbol (simTime : f32, isFirstFrame : bool, glyphPos : vec2, scre worldPosition /= quadGridSize; worldPosition = (worldPosition - 0.5) * 2.0; - var channel = vec3(1.0, 0.0, 0.0); - // Convert the vertex's world space position to screen space var screenPosition = vec4(worldPosition, quadDepth, 1.0); if (volumetric) { @@ -360,7 +357,6 @@ fn computeSymbol (simTime : f32, isFirstFrame : bool, glyphPos : vec2, scre return VertOutput( screenPosition, uv, - channel, quadDepth ); } @@ -453,7 +449,7 @@ fn getSymbolUV(symbol : i32) -> vec2 { 1. ); } else { - output.color = vec4(input.channel * brightness * alpha, 1.0); + output.color = vec4(brightness * alpha, 0., 0., 1.0); } var highPassColor = output.color;