indicator added to steles, final sidebar render options added, affinity icons for UI added
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@@ -30,7 +30,7 @@ float fresnel(float amount, vec3 normal, vec3 view)
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void vertex() {
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// This adds a wobble to the bubble/forcefield
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// This adds a wobble to the bubble/forcefield
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float noise_val = texture(displacement_noise_texture, UV + (TIME * displacement_speed)).r;
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vec3 displacement = NORMAL * noise_val * displacement_amount;
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VERTEX += displacement;
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@@ -41,15 +41,15 @@ void fragment() {
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vec2 noise_panning = vec2(-0.1, 0.0) * TIME + UV; // Vec2 controls panning direction and speed
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float mix_value = texture(panning_noise_texture, noise_panning).r; // Mix colours based on noise texture
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vec3 final_colour = mix(base_colour.rgb, secondary_colour.rgb, mix_value);
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// Adding haze
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// Create a distortion offset for the getting screen UV
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float noise = texture(haze_noise_texture, UV + TIME * distortion_speed).r * 2.0;
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vec3 distored_screen = texture(SCREENTEXTURE, SCREEN_UV + noise * 0.01).rgb;
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vec3 distored_screen = texture(SCREENTEXTURE, SCREEN_UV + noise * 0.01).rgb;
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// Add fresnel
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float fresn = fresnel(5.0, NORMAL, VIEW);
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ALBEDO = final_colour + distored_screen + fresn;
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ALPHA = 0.3;
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EMISSION = final_colour + fresn;
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