Renaming shine to raindrop, which makes more sense

This commit is contained in:
Rezmason
2022-09-16 16:02:06 -07:00
parent 6969514c9b
commit 3fc53f1bab
7 changed files with 41 additions and 41 deletions

View File

@@ -4,7 +4,7 @@
#endif
precision lowp float;
uniform sampler2D shineState, symbolState, effectState;
uniform sampler2D raindropState, symbolState, effectState;
uniform float numColumns, numRows;
uniform sampler2D glyphTex;
uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
@@ -106,21 +106,21 @@ void main() {
vec2 uv = getUV(vUV);
// Unpack the values from the data textures
vec4 shineData = volumetric ? vShine : texture2D( shineState, uv);
vec4 raindropData = volumetric ? vShine : texture2D( raindropState, uv);
vec4 symbolData = volumetric ? vSymbol : texture2D(symbolState, uv);
vec4 effectData = volumetric ? vEffect : texture2D(effectState, uv);
vec2 brightness = getBrightness(shineData.r, shineData.g, effectData.r, effectData.g);
vec2 brightness = getBrightness(raindropData.r, raindropData.g, effectData.r, effectData.g);
float symbol = getSymbol(uv, symbolData.r);
if (showDebugView) {
gl_FragColor = vec4(
vec3(
shineData.g,
raindropData.g,
vec2(
1.0 - (shineData.r * 3.0),
1.0 - (shineData.r * 8.0)
) * (1.0 - shineData.g)
1.0 - (raindropData.r * 3.0),
1.0 - (raindropData.r * 8.0)
) * (1.0 - raindropData.g)
) * symbol,
1.
);