Changing my mind a little about how to render the "behind the scenes" version of the effect, in regular and volumetric mode.

An isometric perspective would be neat.
This commit is contained in:
Rezmason
2021-11-08 09:29:04 -08:00
parent bd17549619
commit 11bba1020d
4 changed files with 8 additions and 9 deletions

View File

@@ -179,9 +179,9 @@ vec4 computeResult(bool isFirstFrame, vec4 previousResult, vec2 glyphPos, vec2 s
vec4 result = vec4(brightness, cycle, depth, effect);
// Better use of the blue channel, for demonstrating how the glyph cycle works
// Better use of the alpha channel, for demonstrating how the glyph cycle works
if (showComputationTexture) {
result.b = min(1., localCycleSpeed);
result.a = min(1., localCycleSpeed);
}
return result;