Clarify number of distortions, play with distorting bullets

This commit is contained in:
2025-11-19 21:49:20 +00:00
parent 610936a5fa
commit 10dbb238c8
7 changed files with 93 additions and 72 deletions
+6 -5
View File
@@ -1,9 +1,10 @@
#version 450 core
in vec2 texPos;
in vec2 distmask[10];
in vec2 pinchr[10];
in vec2 pinchg[10];
in vec2 pinchb[10];
const int n1 = 15;
in vec2 distmask[n1];
in vec2 pinchr[n1];
in vec2 pinchg[n1];
in vec2 pinchb[n1];
out vec4 fColor;
layout (binding = 1) uniform sampler2D screenTexture;
layout (location = 0) uniform int n;
@@ -34,8 +35,8 @@ void main()
tposb += x * pinchb[i];
}
fColor.r = texture(screenTexture, tposr).r;
fColor.b = texture(screenTexture, tposb).b;
fColor.g = texture(screenTexture, tposg).g;
fColor.b = texture(screenTexture, tposb).b;
}
// fColor = vec4
// ( toRGB(vec3( toYUV(texture(screenTexture, texPos).rgb).r