mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-22 15:49:30 -07:00
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:
@@ -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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user