Fixes to fuzz shaders

This commit is contained in:
Gaerzi 2016-09-16 14:34:41 -04:00 committed by Christoph Oelckers
parent d01b0e061e
commit d99d43aeba
2 changed files with 4 additions and 4 deletions

View file

@ -6,8 +6,8 @@ vec4 ProcessTexel()
vec2 texCoord = vTexCoord.st; vec2 texCoord = vTexCoord.st;
vec4 basicColor = getTexel(texCoord); vec4 basicColor = getTexel(texCoord);
texCoord.x = float( int(texCoord.x * 128.0) ) / 128.0; texCoord.x = float( int(texCoord.x * texSize.x) ) / texSize.x;
texCoord.y = float( int(texCoord.y * 128.0) ) / 128.0; texCoord.y = float( int(texCoord.y * texSize.y) ) / texSize.y;
float texX = sin(mod(texCoord.x * 100.0 + timer*5.0, 3.489)) + texCoord.x / 4.0; float texX = sin(mod(texCoord.x * 100.0 + timer*5.0, 3.489)) + texCoord.x / 4.0;
float texY = cos(mod(texCoord.y * 100.0 + timer*5.0, 3.489)) + texCoord.y / 4.0; float texY = cos(mod(texCoord.y * 100.0 + timer*5.0, 3.489)) + texCoord.y / 4.0;

View file

@ -6,8 +6,8 @@ vec4 ProcessTexel()
vec2 texCoord = vTexCoord.st; vec2 texCoord = vTexCoord.st;
vec4 basicColor = getTexel(texCoord); vec4 basicColor = getTexel(texCoord);
texCoord.x = float( int(texCoord.x * 128.0) ) / 128.0; texCoord.x = float( int(texCoord.x * texSize.x) ) / texSize.x;
texCoord.y = float( int(texCoord.y * 128.0) ) / 128.0; texCoord.y = float( int(texCoord.y * texSize.y) ) / texSize.y;
float texX = texCoord.x / 3.0 + 0.66; float texX = texCoord.x / 3.0 + 0.66;
float texY = 0.34 - texCoord.y / 3.0; float texY = 0.34 - texCoord.y / 3.0;