remove some tabs/errrant whitespace from shader
This commit is contained in:
@@ -3,6 +3,7 @@ AFRAME.registerShader('wall-shader', {
|
||||
iTime: {type: 'time', is: 'uniform'},
|
||||
tex: {type: 'map', is: 'uniform'}
|
||||
},
|
||||
|
||||
vertexShader: `
|
||||
varying vec2 uvs;
|
||||
void main() {
|
||||
@@ -10,6 +11,7 @@ AFRAME.registerShader('wall-shader', {
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
}
|
||||
`,
|
||||
|
||||
fragmentShader: `
|
||||
// based on https://www.shadertoy.com/view/ldlXRS
|
||||
varying vec2 uvs;
|
||||
@@ -40,7 +42,7 @@ AFRAME.registerShader('wall-shader', {
|
||||
vec2 basis = vec2(fbm(p2-time*1.6),fbm(p2+time*1.7));
|
||||
basis = (basis-.5)*.2;
|
||||
p += basis;
|
||||
|
||||
|
||||
return fbm(p*makem2(time*0.2));
|
||||
}
|
||||
|
||||
@@ -48,20 +50,20 @@ AFRAME.registerShader('wall-shader', {
|
||||
vec2 p = uvs.xy-0.5;// / iResolution.xy-0.5;
|
||||
vec2 pp = p;
|
||||
p*= 4.0;
|
||||
|
||||
|
||||
float rz = dualfbm(p)*5.0;
|
||||
|
||||
|
||||
p += time * 20.0;
|
||||
rz *= pow(abs(cos(p.x*.2) + sin(p.y*1.4)*0.1), .4);
|
||||
|
||||
|
||||
vec3 col = vec3(0.2,0.0,0.0) / rz;
|
||||
col.g = smoothstep(0.6, 1.0, col.r);
|
||||
col.b = smoothstep(0.6, 1.0, col.r);
|
||||
|
||||
|
||||
col += smoothstep(0.49, 0.495, abs(pp.x));
|
||||
col += smoothstep(0.49, 0.495, abs(pp.y));
|
||||
|
||||
|
||||
gl_FragColor = vec4(col, 0.2 + smoothstep(0.0, 0.6, col.x));
|
||||
}
|
||||
`
|
||||
`
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user