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minor changes
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_scoretext.h
diff --git
a/shaders/scene_scoretext.h
b/shaders/scene_scoretext.h
index 37b24fce1748829d5021efda7d7ad2e460c465b0..75e4ca83b7e57defe7b02f64b0b8b7f53d3a0f9c 100644
(file)
--- a/
shaders/scene_scoretext.h
+++ b/
shaders/scene_scoretext.h
@@
-46,8
+46,8
@@
static struct vg_shader _shader_scene_scoretext = {
"void main()\n"
"{\n"
" float w = ((a_norm.w)-0.5)*2.0 + fract(uInfo.z) - 0.0;\n"
"void main()\n"
"{\n"
" float w = ((a_norm.w)-0.5)*2.0 + fract(uInfo.z) - 0.0;\n"
-" float c = -cos(w*0.
2
);\n"
-" float s = -sin(w*0.
2
);\n"
+" float c = -cos(w*0.
6
);\n"
+" float s = -sin(w*0.
6
);\n"
" float r = 0.2;\n"
"\n"
" float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);\n"
" float r = 0.2;\n"
"\n"
" float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);\n"
@@
-295,7
+295,7
@@
static struct vg_shader _shader_scene_scoretext = {
" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0
f/( 1.0f
+ quadratic );\n"
+" float attenuation = 1.0
/( 1.0
+ quadratic );\n"
" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"