From 25255599aa9674d77b709a9dadd6074a69d4ca59 Mon Sep 17 00:00:00 2001 From: Rezmason Date: Tue, 2 Aug 2022 04:12:52 -0700 Subject: [PATCH] Replaced the sudden sine ripple with a sin(x)/x offset by elapsed time. --- shaders/glsl/ripplesPass.frag.glsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/shaders/glsl/ripplesPass.frag.glsl b/shaders/glsl/ripplesPass.frag.glsl index ee217a9..e38ff70 100644 --- a/shaders/glsl/ripplesPass.frag.glsl +++ b/shaders/glsl/ripplesPass.frag.glsl @@ -13,13 +13,13 @@ void main() { for (int i = 0; i < 5; i++) { vec3 click = clicks[i]; float distanceToClick = length((click.xy - vUV) * vec2(aspectRatio, 1.0)); - total += (1.0 - distanceToClick) - * sin(distanceToClick * 50.0 - time * 12.0) - * pow(1.0 - min(1.0, (time - click.z) / 3.0), 2.0); + float elapsedTime = clamp(time - click.z, -100.0, 100.0); + float t = distanceToClick - elapsedTime * 0.5; + total += sin(t * 40.0) / t; } total *= 0.2; - vec2 uv = vUV + total * 0.03; + vec2 uv = vUV + total * 0.001; gl_FragColor = vec4(mix(vec3(0.0), vec3(0.3, 1.0, 0.2), texture2D(tex, uv).r + texture2D(bloomTex, uv).r * 0.5), 1.0); // gl_FragColor = vec4(uv, 0.5, 1.0); }