forked from team-sg/hero-mark-2
reduce shader time rollover to 240 seconds and alter shaders to accomodate (closes #198)
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8 changed files with 17 additions and 11 deletions
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@ -1,5 +1,7 @@
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shader_type canvas_item;
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const float TAU = 6.28319;
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uniform float speed = 1.0;
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uniform float cycle_offset = 0.0;
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uniform float wave_length = 1.0;
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@ -11,6 +13,7 @@ float plot(vec2 st, float pct) {
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}
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void fragment() {
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float x = sin(UV.y * wave_length + TIME * speed + cycle_offset)*0.5+0.5;
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float sin_time = fract(TIME * floor(speed)) * TAU;
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float x = sin(UV.y * wave_length + sin_time + cycle_offset)*0.5+0.5;
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COLOR = COLOR * vec4(1.0, 1.0, 1.0, plot(UV * vec2(1.2, 1.0) + vec2(-0.1, 0.0), x));
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}
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