slightly increase ska shader efficiency

This commit is contained in:
Haze Weathers 2023-06-02 03:50:41 -04:00
parent 2d00fe8c43
commit fcca65922b

View file

@ -6,7 +6,7 @@ uniform vec4 color_2 : hint_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform vec2 checker_size = vec2(8.0, 8.0); uniform vec2 checker_size = vec2(8.0, 8.0);
uniform vec2 cycle_speed = vec2(0.0, 0.0); uniform vec2 cycle_speed = vec2(0.0, 0.0);
uniform vec2 pan_speed = vec2(0.0, 0.0); uniform vec2 pan_speed = vec2(0.0, 0.0);
uniform mat4 uv_transform = mat4(1.0); uniform mat2 uv_transform = mat2(1.0);
float checker(vec2 uv) { float checker(vec2 uv) {
vec2 div_uv = floor((uv) / checker_size); vec2 div_uv = floor((uv) / checker_size);
@ -20,8 +20,6 @@ void vertex() {
} }
void fragment() { void fragment() {
vec2 uv = UV - pan_speed * TIME; vec2 uv = uv_transform * (UV - pan_speed * TIME) - cycle_speed * TIME;
uv = (uv_transform * vec4(uv, 0.0, 1.0)).xy;
uv -= cycle_speed * TIME;
COLOR = mix(color_1, color_2, checker(uv)); COLOR = mix(color_1, color_2, checker(uv));
} }