removed unnessary computations from hit effect fragment shader

This commit is contained in:
ericrius1 2015-07-28 15:15:34 -07:00
parent dcb2012070
commit 469bace7ca
2 changed files with 10 additions and 13 deletions

View file

@ -11,20 +11,14 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include DeferredBufferWrite.slh@>
void main(void) {
varying vec2 varQuadPosition;
TransformCamera cam = getTransformCamera();
vec4 myViewport;
<$transformCameraViewport(cam, myViewport)$>
vec2 center = vec2(myViewport.z/2.0, myViewport.w/2.0);
float distFromCenter = distance(center, gl_FragCoord.xy);
//normalize distance from center based on average of screen width and height
float normalizationFactor = (myViewport.z + myViewport.w)/2.0;
distFromCenter = distFromCenter/normalizationFactor;
float alpha = mix(0.0, 1.0, pow(distFromCenter, 1.5));
void main(void) {
vec2 center = vec2(0.0, 0.0);
float distFromCenter = distance( vec2(0.0, 0.0), varQuadPosition);
float alpha = mix(0.0, 0.5, pow(distFromCenter,5.));
gl_FragColor = vec4(1.0, 0.0, 0.0, alpha);
}

View file

@ -16,6 +16,9 @@
<$declareStandardTransform()$>
varying vec2 varQuadPosition;
void main(void) {
gl_Position = gl_Vertex;
varQuadPosition = gl_Vertex.xy;
gl_Position = gl_Vertex;
}