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

@@ -9,7 +9,6 @@ uniform mat4 camera, transform;
uniform vec2 screenSize;
uniform float time, animationSpeed, forwardSpeed;
uniform bool volumetric;
uniform bool showComputationTexture;
uniform float resurrectingCodeRatio;
varying vec2 vUV;
varying vec3 vChannel;
@@ -28,7 +27,7 @@ void main() {
// Calculate the world space position
float quadDepth = 0.0;
if (volumetric && !showComputationTexture) {
if (volumetric) {
quadDepth = fract(vGlyph.b + time * animationSpeed * forwardSpeed);
vGlyph.b = quadDepth;
}