diff options
| author | Ray <[email protected]> | 2021-03-17 19:03:28 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-17 19:03:28 +0100 |
| commit | 9ab5e45031a38b5fbc32a2f28a429edf5ccbfc27 (patch) | |
| tree | 0b3733de9039427bff912e54a07889967e5d2ead /examples/web/shaders/resources | |
| parent | 77d88a804bcf3d34e7538b91d6017748f08c28e0 (diff) | |
| download | raylib.com-9ab5e45031a38b5fbc32a2f28a429edf5ccbfc27.tar.gz raylib.com-9ab5e45031a38b5fbc32a2f28a429edf5ccbfc27.zip | |
Reviewed several examples for web
- shaders_spotlight
- shaders_multi_sample2d
Diffstat (limited to 'examples/web/shaders/resources')
| -rw-r--r-- | examples/web/shaders/resources/shaders/glsl100/color_mix.fs | 6 | ||||
| -rw-r--r-- | examples/web/shaders/resources/shaders/glsl330/color_mix.fs | 6 |
2 files changed, 8 insertions, 4 deletions
diff --git a/examples/web/shaders/resources/shaders/glsl100/color_mix.fs b/examples/web/shaders/resources/shaders/glsl100/color_mix.fs index 0074e6a..4bda619 100644 --- a/examples/web/shaders/resources/shaders/glsl100/color_mix.fs +++ b/examples/web/shaders/resources/shaders/glsl100/color_mix.fs @@ -11,6 +11,8 @@ uniform sampler2D texture0; uniform sampler2D texture1; uniform vec4 colDiffuse; +uniform float divider; + void main() { // Texel color fetching from texture sampler @@ -18,7 +20,7 @@ void main() vec4 texelColor1 = texture2D(texture1, fragTexCoord); float x = fract(fragTexCoord.s); - float out = smoothstep(0.4, 0.6, x); + float final = smoothstep(divider - 0.1, divider + 0.1, x); - gl_FragColor = mix(texelColor0, texelColor1, out); + gl_FragColor = mix(texelColor0, texelColor1, final); }
\ No newline at end of file diff --git a/examples/web/shaders/resources/shaders/glsl330/color_mix.fs b/examples/web/shaders/resources/shaders/glsl330/color_mix.fs index 11515b0..761b346 100644 --- a/examples/web/shaders/resources/shaders/glsl330/color_mix.fs +++ b/examples/web/shaders/resources/shaders/glsl330/color_mix.fs @@ -10,6 +10,8 @@ uniform sampler2D texture0; uniform sampler2D texture1; uniform vec4 colDiffuse; +uniform float divider = 0.5; + out vec4 finalColor; void main() @@ -19,7 +21,7 @@ void main() vec4 texelColor1 = texture(texture1, fragTexCoord); float x = fract(fragTexCoord.s); - float out = smoothstep(0.4, 0.6, x); + float final = smoothstep(divider - 0.1, divider + 0.1, x); - finalColor = mix(texelColor0, texelColor1, out); + finalColor = mix(texelColor0, texelColor1, final); }
\ No newline at end of file |
