fixed merge conflics in hit effect

This commit is contained in:
ericrius1 2015-08-03 11:25:18 -07:00
parent dc8fa0beb4
commit 98a5d1e759
2 changed files with 1 additions and 33 deletions

View file

@ -2,11 +2,8 @@
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
<<<<<<< HEAD
// ambient_occlusion.frag
=======
// hit_effect.frag
>>>>>>> master
// fragment shader
//
// Created by Eric Levin on 7/20
@ -15,23 +12,7 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<<<<<<< HEAD
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include DeferredBufferWrite.slh@>
void main(void) {
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
distFromCenter = distFromCenter/myViewport.z;
float alpha = mix(0.0, 1.0, distFromCenter);
gl_FragColor = vec4(0.7, 0.0, 0.0, alpha);
=======
<@include DeferredBufferWrite.slh@>
@ -42,5 +23,4 @@ void main(void) {
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);
>>>>>>> master
}

View file

@ -2,17 +2,10 @@
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
<<<<<<< HEAD
// ambient_occlusion.vert
// vertex shader
//
// Created by Niraj Venkat on 7/20/15.
=======
// hit_effect.vert
// vertex shader
//
// Created by Eric Levin on 7/20/15.
>>>>>>> master
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
@ -23,14 +16,9 @@
<$declareStandardTransform()$>
<<<<<<< HEAD
void main(void) {
gl_Position = gl_Vertex;
=======
varying vec2 varQuadPosition;
void main(void) {
varQuadPosition = gl_Vertex.xy;
gl_Position = gl_Vertex;
>>>>>>> master
}