mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 06:26:42 +01:00
- [Grids] Add level property.
This commit is contained in:
parent
960004a424
commit
6ec32374bf
10 changed files with 55 additions and 29 deletions
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@ -26,23 +26,23 @@ function Node_3D_Camera(_x, _y, _group = noone) : Node_3D_Object(_x, _y, _group)
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inputs[| in_d3d + 2] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
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inputs[| in_d3d + 2] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
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.setDisplay(VALUE_DISPLAY.vector);
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| in_d3d + 3] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
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inputs[| in_d3d + 3] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1 )
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ]);
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ]);
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inputs[| in_d3d + 4] = nodeValue("Scene", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Scene, noone )
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inputs[| in_d3d + 4] = nodeValue("Scene", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Scene, noone )
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.setVisible(true, true);
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.setVisible(true, true);
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inputs[| in_d3d + 5] = nodeValue("Ambient Light", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_grey );
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inputs[| in_d3d + 5] = nodeValue("Ambient Light", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_dkgrey );
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inputs[| in_d3d + 6] = nodeValue("Show Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
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inputs[| in_d3d + 6] = nodeValue("Show Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
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inputs[| in_d3d + 7] = nodeValue("Backface Culling", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2 )
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inputs[| in_d3d + 7] = nodeValue("Backface Culling", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2 )
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.setDisplay(VALUE_DISPLAY.enum_button, [ "None", "CW", "CCW" ]);
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.setDisplay(VALUE_DISPLAY.enum_button, [ "None", "CW", "CCW" ]);
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inputs[| in_d3d + 8] = nodeValue("Orthographic Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1 )
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inputs[| in_d3d + 8] = nodeValue("Orthographic Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5 )
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] });
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] });
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inputs[| in_d3d + 9] = nodeValue("Postioning Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
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inputs[| in_d3d + 9] = nodeValue("Postioning Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2 )
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Position + Rotation", "Position + Lookat", "Lookat + Rotation" ] );
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Position + Rotation", "Position + Lookat", "Lookat + Rotation" ] );
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inputs[| in_d3d + 10] = nodeValue("Lookat Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ] )
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inputs[| in_d3d + 10] = nodeValue("Lookat Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ] )
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@ -51,10 +51,10 @@ function Node_3D_Camera(_x, _y, _group = noone) : Node_3D_Object(_x, _y, _group)
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inputs[| in_d3d + 11] = nodeValue("Roll", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 )
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inputs[| in_d3d + 11] = nodeValue("Roll", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 )
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.setDisplay(VALUE_DISPLAY.rotation);
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| in_d3d + 12] = nodeValue("Horizontal Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 )
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inputs[| in_d3d + 12] = nodeValue("Horizontal Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 45 )
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.setDisplay(VALUE_DISPLAY.rotation);
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| in_d3d + 13] = nodeValue("Vertical Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 45 )
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inputs[| in_d3d + 13] = nodeValue("Vertical Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30 )
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 90, 0.1] });
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 90, 0.1] });
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inputs[| in_d3d + 14] = nodeValue("Distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4 );
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inputs[| in_d3d + 14] = nodeValue("Distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4 );
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@ -4,7 +4,7 @@ function Node_3D_Camera_Set(_x, _y, _group = noone) : Node_3D_Camera(_x, _y, _gr
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light_key = new __3dLightDirectional();
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light_key = new __3dLightDirectional();
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light_fill = new __3dLightDirectional();
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light_fill = new __3dLightDirectional();
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inputs[| in_cam + 0] = nodeValue("L1 H angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 45 )
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inputs[| in_cam + 0] = nodeValue("L1 H angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30 )
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.setName("Horizontal angle")
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.setName("Horizontal angle")
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.setDisplay(VALUE_DISPLAY.rotation);
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.setDisplay(VALUE_DISPLAY.rotation);
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@ -30,7 +30,7 @@ function Node_3D_Camera_Set(_x, _y, _group = noone) : Node_3D_Camera(_x, _y, _gr
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inputs[| in_cam + 6] = nodeValue("L2 Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white )
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inputs[| in_cam + 6] = nodeValue("L2 Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white )
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.setName("Color")
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.setName("Color")
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inputs[| in_cam + 7] = nodeValue("L2 Intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5 )
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inputs[| in_cam + 7] = nodeValue("L2 Intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.25 )
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.setName("Intensity")
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.setName("Intensity")
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.setDisplay(VALUE_DISPLAY.slider);
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.setDisplay(VALUE_DISPLAY.slider);
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@ -67,12 +67,13 @@ function Node_Grid(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) cons
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inputs[| 23] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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inputs[| 23] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.rotation_range);
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.setDisplay(VALUE_DISPLAY.rotation_range);
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//inputs[| 24] = nodeValue("Random Rotate", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 24] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
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.setDisplay(VALUE_DISPLAY.slider_range);
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input_display_list = [
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input_display_list = [
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["Output", false], 0,
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["Output", false], 0,
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["Pattern", false], 1, 4, 15, 2, 13, 3, 14, 9, 8, 16,
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["Pattern", false], 1, 4, 15, 2, 13, 3, 14, 9, 8, 16,
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["Render", false], 10, 11, 5, 20, 6, 7, 12,
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["Render", false], 10, 11, 5, 20, 6, 7, 12, 24,
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["Truchet", true, 17], 18, 19, 22, 23,
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["Truchet", true, 17], 18, 19, 22, 23,
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];
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];
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@ -103,6 +104,7 @@ function Node_Grid(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) cons
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 24].setVisible(_mode == 1);
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inputs[| 7].setVisible(_mode == 2 || _mode == 3);
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inputs[| 7].setVisible(_mode == 2 || _mode == 3);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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@ -124,6 +126,7 @@ function Node_Grid(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) cons
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shader_set_f("truchetThresX", _data[19]);
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shader_set_f("truchetThresX", _data[19]);
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shader_set_f("truchetThresY", _data[22]);
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shader_set_f("truchetThresY", _data[22]);
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shader_set_f("truchetAngle", _data[23]);
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shader_set_f("truchetAngle", _data[23]);
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shader_set_f("level", _data[24]);
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shader_set_color("gapCol", _col_gap);
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shader_set_color("gapCol", _col_gap);
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@ -63,10 +63,13 @@ function Node_Grid_Hex(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
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inputs[| 19] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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inputs[| 19] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.rotation_range);
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.setDisplay(VALUE_DISPLAY.rotation_range);
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inputs[| 20] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
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.setDisplay(VALUE_DISPLAY.slider_range);
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input_display_list = [
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input_display_list = [
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["Output", false], 0,
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["Output", false], 0,
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["Pattern", false], 1, 3, 12, 2, 11, 4, 13,
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["Pattern", false], 1, 3, 12, 2, 11, 4, 13,
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["Render", false], 7, 8, 5, 17, 6, 9, 10,
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["Render", false], 7, 8, 5, 17, 6, 9, 10, 20,
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["Truchet", true, 14], 15, 16, 19,
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["Truchet", true, 14], 15, 16, 19,
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];
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];
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@ -96,6 +99,7 @@ function Node_Grid_Hex(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 20].setVisible(_mode == 1);
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inputs[| 9].setVisible(_mode == 2 || _mode == 3);
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inputs[| 9].setVisible(_mode == 2 || _mode == 3);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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@ -117,6 +121,7 @@ function Node_Grid_Hex(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
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shader_set_f("truchetSeed", _data[15]);
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shader_set_f("truchetSeed", _data[15]);
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shader_set_f("truchetThres", _data[16]);
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shader_set_f("truchetThres", _data[16]);
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shader_set_f("truchetAngle", _data[19]);
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shader_set_f("truchetAngle", _data[19]);
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shader_set_f("level", _data[20]);
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shader_set_gradient(_data[5], _data[17], _data[18], inputs[| 5]);
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shader_set_gradient(_data[5], _data[17], _data[18], inputs[| 5]);
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@ -49,10 +49,13 @@ function Node_Grid_Pentagonal(_x, _y, _group = noone) : Node_Processor(_x, _y, _
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/////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////
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inputs[| 16] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
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.setDisplay(VALUE_DISPLAY.slider_range);
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input_display_list = [
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input_display_list = [
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["Output", false], 0,
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["Output", false], 0,
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["Pattern", false], 1, 4, 13, 2, 11, 3, 12,
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["Pattern", false], 1, 4, 13, 2, 11, 3, 12,
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["Render", false], 8, 9, 5, 14, 6, 7, 10,
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["Render", false], 8, 9, 5, 14, 6, 7, 10, 16,
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];
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];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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@ -81,6 +84,7 @@ function Node_Grid_Pentagonal(_x, _y, _group = noone) : Node_Processor(_x, _y, _
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 16].setVisible(_mode == 1);
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inputs[| 7].setVisible(_mode == 2 || _mode == 3);
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inputs[| 7].setVisible(_mode == 2 || _mode == 3);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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@ -95,6 +99,7 @@ function Node_Grid_Pentagonal(_x, _y, _group = noone) : Node_Processor(_x, _y, _
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shader_set_i("mode", _mode);
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shader_set_i("mode", _mode);
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shader_set_f("seed", _data[ 9]);
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shader_set_f("seed", _data[ 9]);
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shader_set_i("aa", _data[10]);
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shader_set_i("aa", _data[10]);
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shader_set_f("level", _data[16]);
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shader_set_color("gapCol", _col_gap);
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shader_set_color("gapCol", _col_gap);
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@ -63,10 +63,13 @@ function Node_Grid_Tri(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
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inputs[| 19] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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inputs[| 19] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.rotation_range);
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.setDisplay(VALUE_DISPLAY.rotation_range);
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inputs[| 20] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
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.setDisplay(VALUE_DISPLAY.slider_range);
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input_display_list = [
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input_display_list = [
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["Output", false], 0,
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["Output", false], 0,
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["Pattern", false], 1, 4, 13, 2, 11, 3, 12,
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["Pattern", false], 1, 4, 13, 2, 11, 3, 12,
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["Render", false], 8, 9, 5, 17, 6, 7, 10,
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["Render", false], 8, 9, 5, 17, 6, 7, 10, 20,
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["Truchet", true, 14], 15, 16, 19,
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["Truchet", true, 14], 15, 16, 19,
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];
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];
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@ -98,6 +101,7 @@ function Node_Grid_Tri(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 20].setVisible(_mode == 1);
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inputs[| 7].setVisible(_mode == 2 || _mode == 3);
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inputs[| 7].setVisible(_mode == 2 || _mode == 3);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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@ -119,6 +123,7 @@ function Node_Grid_Tri(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
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shader_set_f("truchetSeed", _data[15]);
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shader_set_f("truchetSeed", _data[15]);
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shader_set_f("truchetThres", _data[16]);
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shader_set_f("truchetThres", _data[16]);
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shader_set_f("truchetAngle", _data[19]);
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shader_set_f("truchetAngle", _data[19]);
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shader_set_f("level", _data[20]);
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shader_set_gradient(_data[5], _data[17], _data[18], inputs[| 5]);
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shader_set_gradient(_data[5], _data[17], _data[18], inputs[| 5]);
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@ -26,6 +26,7 @@ uniform sampler2D shiftSurf;
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uniform vec4 gapCol;
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uniform vec4 gapCol;
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uniform int gradient_use;
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uniform int gradient_use;
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uniform vec2 level;
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uniform int textureTruchet;
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uniform int textureTruchet;
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uniform float truchetSeed;
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uniform float truchetSeed;
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@ -227,6 +228,7 @@ void main() { #region
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vec4 colr;
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vec4 colr;
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if(mode == 1) {
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if(mode == 1) {
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dist = (dist - level.x) / (level.y - level.x);
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gl_FragColor = vec4(vec3(dist), 1.);
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gl_FragColor = vec4(vec3(dist), 1.);
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return;
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return;
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}
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}
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@ -23,6 +23,7 @@ uniform sampler2D thickSurf;
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uniform vec4 gapCol;
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uniform vec4 gapCol;
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uniform int gradient_use;
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uniform int gradient_use;
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uniform vec2 level;
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uniform int textureTruchet;
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uniform int textureTruchet;
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uniform float truchetSeed;
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uniform float truchetSeed;
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@ -223,7 +224,8 @@ void main() { #region
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vec4 colr;
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vec4 colr;
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if(mode == 1) {
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if(mode == 1) {
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gl_FragColor = vec4(vec3(hc.y), 1.0);
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float dist = (hc.y - level.x) / (level.y - level.x);
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gl_FragColor = vec4(vec3(dist), 1.0);
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return;
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return;
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}
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}
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@ -27,6 +27,7 @@ uniform sampler2D widthSurf;
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uniform vec4 gapCol;
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uniform vec4 gapCol;
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uniform int gradient_use;
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uniform int gradient_use;
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uniform vec2 level;
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float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(85.456034, 64.54065), vec2(12.9898, 78.233))) * (43758.5453123 + seed) ); }
|
float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(85.456034, 64.54065), vec2(12.9898, 78.233))) * (43758.5453123 + seed) ); }
|
||||||
|
|
||||||
|
@ -279,6 +280,7 @@ void main() {
|
||||||
colr = gradientEval(random(coord));
|
colr = gradientEval(random(coord));
|
||||||
|
|
||||||
} else if(mode == 1) {
|
} else if(mode == 1) {
|
||||||
|
dist = (dist - level.x) / (level.y - level.x);
|
||||||
colr = vec4(vec3(dist), 1.);
|
colr = vec4(vec3(dist), 1.);
|
||||||
|
|
||||||
} else if(mode == 2) {
|
} else if(mode == 2) {
|
||||||
|
|
|
@ -24,6 +24,7 @@ uniform sampler2D widthSurf;
|
||||||
|
|
||||||
uniform vec4 gapCol;
|
uniform vec4 gapCol;
|
||||||
uniform int gradient_use;
|
uniform int gradient_use;
|
||||||
|
uniform vec2 level;
|
||||||
|
|
||||||
uniform int textureTruchet;
|
uniform int textureTruchet;
|
||||||
uniform float truchetSeed;
|
uniform float truchetSeed;
|
||||||
|
@ -216,6 +217,7 @@ void main() { #region
|
||||||
vec4 colr;
|
vec4 colr;
|
||||||
|
|
||||||
if(mode == 1) {
|
if(mode == 1) {
|
||||||
|
dist = (dist - level.x) / (level.y - level.x);
|
||||||
gl_FragColor = vec4(vec3(dist), 1.);
|
gl_FragColor = vec4(vec3(dist), 1.);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue