"vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));"
"float wstatus = -((aCoords.z/128.0)-1.0);" // -1 := None in, 0.0 := Hold middle, 1.0 := All out
"float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );"
- "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.1, step( 0.75, glyph.a )*dev ) * glyph.z;"
+ "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * glyph.z;"
"FragColor = vec4( composite, 1.0 );"
"}"
,
else
{
// TODO: Random background tiles
- cellbytes[ 0 ] = 1;
+ cellbytes[ 0 ] = 15;
}
}
}
if( crl[0] < cr[0] )
{
- cellbytes[0] = 15;
+ // TODO: Add reverse flag
+ //cellbytes[1] = 1;
}
}
}