From 6944f03cc532ed73937dddf8ec739d1138d2f283 Mon Sep 17 00:00:00 2001 From: micuat Date: Sun, 1 Nov 2020 16:36:07 +0100 Subject: [PATCH] param --- zoneb/bin/data/shaders/particles/draw.geom | 2 +- zoneb/bin/data/shaders/particles/update.frag | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/zoneb/bin/data/shaders/particles/draw.geom b/zoneb/bin/data/shaders/particles/draw.geom index e652320..c4688e8 100644 --- a/zoneb/bin/data/shaders/particles/draw.geom +++ b/zoneb/bin/data/shaders/particles/draw.geom @@ -50,7 +50,7 @@ void main() if(gAge < 0.005) return; // if(length(gTarget.xyz) > 1000) return; vOffset = (vPrevPosition[i].xyz - vPosition[i].xyz); - vOffset += normalize(vOffset) * 20; + vOffset += normalize(vOffset) * 10; } else { // vOffset = (vPrevPosition[i].xyz - vPosition[i].xyz); diff --git a/zoneb/bin/data/shaders/particles/update.frag b/zoneb/bin/data/shaders/particles/update.frag index 2d2277f..a3c3e0a 100755 --- a/zoneb/bin/data/shaders/particles/update.frag +++ b/zoneb/bin/data/shaders/particles/update.frag @@ -196,7 +196,7 @@ void main() int trapped = 0; if(age < 0.001) { // targetting target.w = 0; - if(mod(u_time*0.1+simplex3d_fractal(vec3(texCoordVarying,u_time)),1) > length(texCoordVarying.st/fraction - uHottest0.st + mod(random3(pos).xy, 8)-vec2(4))/10) { + if(mod(u_time*0.1+simplex3d_fractal(vec3(texCoordVarying,u_time)),1) > length((texCoordVarying.st/fraction+vec2(simplex3d(pos*0.01*3+vec3(u_time,0,0)),simplex3d(pos*0.005+vec3(0,u_time,0))*16)) - uHottest0.st + mod(random3(pos).xy, 8)-vec2(4))/10) { vec2 h = uHottest1.st; vec4 hray = texture(u_world, h); float hdepth = -depth * 65535.0; @@ -210,7 +210,7 @@ void main() trapped = 1; } } - else if(mod(u_time*0.1+simplex3d_fractal(vec3(texCoordVarying,u_time)),1) > length(texCoordVarying.st/fraction - uHottest1.st + mod(random3(pos).xy, 8)-vec2(4))/10) { + else if(mod(u_time*0.1+simplex3d_fractal(vec3(texCoordVarying,u_time)),1) > length(texCoordVarying.st/fraction+vec2(simplex3d(pos*0.01*3+vec3(u_time,0,0)),simplex3d(pos*0.005+vec3(0,u_time,0))*16) - uHottest1.st + mod(random3(pos).xy, 8)-vec2(4))/10) { vec2 h = uHottest0.st; vec4 hray = texture(u_world, h); float hdepth = -depth * 65535.0;