Improve shaders, crt effect doesnt warp other shaders when running at the end. Make the blaze more subtle, tweak values and make the smear start from a small point and grow into the cursor
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9389cc5741
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84fc72f1d6
3 changed files with 54 additions and 28 deletions
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@ -19,9 +19,11 @@ float ease(float x) {
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return pow(1.0 - x, 3.0);
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}
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const vec4 TRAIL_COLOR = vec4(0.7, 0.495, 0.111, 0.9);
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const vec4 TRAIL_COLOR_ACCENT = vec4(0.8, 0., 0., 1.0);
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const float DURATION = 0.1; //IN SECONDS
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// Toned down colors with reduced alpha
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const vec4 TRAIL_COLOR = vec4(0.7, 0.495, 0.111, 0.5);
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const vec4 TRAIL_COLOR_ACCENT = vec4(0.8, 0., 0., 0.6);
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const float DURATION = 0.25;
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const float EXPANSION_FACTOR = 0.05;
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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@ -45,10 +47,10 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord)
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float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0);
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float easedProgress = ease(progress);
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float lineLength = distance(centerCC, centerCP);
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float lineLength = distance(centerCC, centerCP) * EXPANSION_FACTOR; // Reduced expansion
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//cursorblaze
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vec4 trail = mix(TRAIL_COLOR_ACCENT, fragColor, 1. - smoothstep(0., sdfCurrentCursor + .002, 0.004));
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trail = mix(TRAIL_COLOR, trail, 1. - smoothstep(0., sdfCurrentCursor + .002, 0.004));
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vec4 trail = mix(TRAIL_COLOR_ACCENT, fragColor, 1. - smoothstep(0., sdfCurrentCursor + .001, 0.002)); // Smaller blend radius
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trail = mix(TRAIL_COLOR, trail, 1. - smoothstep(0., sdfCurrentCursor + .001, 0.002)); // Smaller blend radius
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fragColor = mix(trail, fragColor, 1. - smoothstep(0., sdfCurrentCursor, easedProgress * lineLength));
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}
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