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| author | Adrian Kummerlaender | 2018-12-19 19:31:10 +0100 | 
|---|---|---|
| committer | Adrian Kummerlaender | 2018-12-19 19:31:10 +0100 | 
| commit | 8df8940bced82cad259bc8144aa3668871222d22 (patch) | |
| tree | 97a28fbbf181a6b21a0a44936638950bdbb55cb2 /src/shader | |
| parent | 994f70f0dd8fff208fab050a8a58f7fdf7bcfb24 (diff) | |
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Use GLSL's mix function for color scaling
Diffstat (limited to 'src/shader')
| -rw-r--r-- | src/shader/code/vertex.glsl | 11 | 
1 files changed, 5 insertions, 6 deletions
| diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index 1051d8f..700a9b7 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -24,17 +24,12 @@ float norm(vec2 v) {  	return sqrt(sq(v.x)+sq(v.y));  } -vec3 getColor(float x) { -	return x*vec3(1.0,0.0,0.0) + (1-x)*vec3(-0.5,0.0,1.0); -} -  vec2 fluidVertexAtIndex(uint i) {  	const float y = floor(float(i) / float(nX));  	return vec2(  		i - nX*y,  		y  	); -  }  void main() { @@ -47,6 +42,10 @@ void main() {  		1.  	); -	vs_out.color = getColor(unit(displayAmplifier * VertexPosition.z * norm(VertexPosition.xy))); +	vs_out.color = mix( +		vec3(-0.5, 0.0, 1.0), +		vec3( 1.0, 0.0, 0.0), +		displayAmplifier * VertexPosition.z * norm(VertexPosition.xy) +	);  }  )"; | 
