Renaming the data texture to "state" in the rain pass's render program

This commit is contained in:
Rezmason
2021-10-22 22:58:10 -07:00
parent 5c77e9b690
commit af44126926
3 changed files with 6 additions and 6 deletions

View File

@@ -1,7 +1,7 @@
#define PI 3.14159265359
precision lowp float;
attribute vec2 aPosition, aCorner;
uniform sampler2D lastState;
uniform sampler2D state;
uniform float density;
uniform vec2 quadSize;
uniform float glyphHeightToWidth, glyphVerticalSpacing;
@@ -24,7 +24,7 @@ highp float rand( const in vec2 uv ) {
void main() {
vUV = (aPosition + aCorner) * quadSize;
vGlyph = texture2D(lastState, aPosition * quadSize);
vGlyph = texture2D(state, aPosition * quadSize);
// Calculate the world space position
float quadDepth = 0.0;