This commit is contained in:
Marisa the Magician 2022-10-04 09:04:38 +02:00
parent ec6e8fa6d9
commit 8cecd18d83
3 changed files with 9 additions and 9 deletions

View File

@ -1,3 +1,3 @@
[default]
ONI_MODVER="\crRED ONI\c- \cw0.1a r109 \cu(Fri 30 Sep 12:56:26 CEST 2022)\c-";
ONI_SHORTVER="\cw0.1a r109 \cu(2022-09-30 12:56:26)\c-";
ONI_MODVER="\crRED ONI\c- \cw0.1a r110 \cu(Tue 4 Oct 09:04:38 CEST 2022)\c-";
ONI_SHORTVER="\cw0.1a r110 \cu(2022-10-04 09:04:38)\c-";

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@ -6,8 +6,8 @@ vec4 BilinearSample( in vec2 size, in vec2 pxsize, in vec2 pos )
vec2 f = fract(pos*size);
pos += (.5-f)*pxsize;
vec4 p0q0 = texture(tex,pos);
vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0));
vec4 p0q1 = texture(tex,pos+vec2(0,pxsize.y));
vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0.));
vec4 p0q1 = texture(tex,pos+vec2(0.,pxsize.y));
vec4 p1q1 = texture(tex,pos+vec2(pxsize.x,pxsize.y));
vec4 pInterp_q0 = mix(p0q0,p1q0,f.x);
vec4 pInterp_q1 = mix(p0q1,p1q1,f.x);
@ -16,7 +16,7 @@ vec4 BilinearSample( in vec2 size, in vec2 pxsize, in vec2 pos )
void SetupMaterial( inout Material mat )
{
vec2 size = textureSize(tex,0);
vec2 size = vec2(textureSize(tex,0));
vec2 pxsize = vec2(1./size.x,1./size.y);
vec2 pos = vTexCoord.st;
pos.x += .15*sin(pos.y*6.+timer*1.4)*clamp(.9-pos.y,0.,1.);

View File

@ -5,7 +5,7 @@ const float pi = 3.14159265358979323846;
vec2 warpcoord( in vec2 uv )
{
vec2 offset = vec2(0,0);
vec2 offset = vec2(0.);
offset.x = sin(pi*2.*(uv.x*4.+timer*.125))*.02;
offset.y += timer*.25;
offset.x = cos(pi*2.*(uv.y*2.+timer*.125))*.02;
@ -14,7 +14,7 @@ vec2 warpcoord( in vec2 uv )
vec2 warpcoord2( in vec2 uv )
{
vec2 offset = vec2(0,0);
vec2 offset = vec2(0.);
offset.y = sin(pi*2.*(uv.x*8.+timer*.25))*.01;
offset.x = cos(pi*2.*(uv.y*4.+timer*.25))*.01;
return fract(uv+offset);
@ -48,8 +48,8 @@ vec4 BilinearSample( in sampler2D tex, in vec2 pos, in vec2 size, in vec2 pxsize
vec2 f = fract(pos*size);
pos += (.5-f)*pxsize;
vec4 p0q0 = texture(tex,pos);
vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0));
vec4 p0q1 = texture(tex,pos+vec2(0,pxsize.y));
vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0.));
vec4 p0q1 = texture(tex,pos+vec2(0.,pxsize.y));
vec4 p1q1 = texture(tex,pos+vec2(pxsize.x,pxsize.y));
vec4 pInterp_q0 = mix(p0q0,p1q0,f.x);
vec4 pInterp_q1 = mix(p0q1,p1q1,f.x);