Replaced the sudden sine ripple with a sin(x)/x offset by elapsed time.

This commit is contained in:
Rezmason
2022-08-02 04:12:52 -07:00
parent 503c97adeb
commit 25255599aa

View File

@@ -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);
}