Cleanup.
This commit is contained in:
parent
582d8e2db7
commit
1918289614
|
@ -1,3 +1,3 @@
|
|||
[default]
|
||||
SAYA_MODVER="\cgRED-EYED RAMPAGE\c- \cw0.1a r92 \cu(Fri 30 Sep 12:57:53 CEST 2022)\c-";
|
||||
SAYA_SHORTVER="\cw0.1a r92 \cu(2022-09-30 12:57:53)\c-";
|
||||
SAYA_MODVER="\cgRED-EYED RAMPAGE\c- \cw0.1a r93 \cu(Tue 4 Oct 09:05:00 CEST 2022)\c-";
|
||||
SAYA_SHORTVER="\cw0.1a r93 \cu(2022-10-04 09:05:00)\c-";
|
||||
|
|
|
@ -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.);
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue