diff --git a/assets/shaders/flame_trash.frag b/assets/shaders/flame_trash.frag index efcceca..092e4fd 100644 --- a/assets/shaders/flame_trash.frag +++ b/assets/shaders/flame_trash.frag @@ -1,8 +1,10 @@ +#version 120 uniform vec2 u_resolution; uniform float u_time; uniform sampler2D source; uniform float u_mouse; uniform float value = 0.2; +uniform int octaves=8; float random (in vec2 st) { return fract(sin(dot(st.xy, @@ -26,7 +28,7 @@ float noise(in vec2 st) { (d - b) * u.x * u.y; } -float fbm(in vec2 st, int octaves=8) { +float fbm(in vec2 st) { float v = 0.0; float a = 0.5; vec2 shift = vec2(100.0); @@ -47,7 +49,7 @@ void main() { vec3 color = vec3(0.0); float speed = u_time * 10.0; - float value = cos(u_time) * cos(u_time); + float value = 0.8; // cos(u_time) * cos(u_time); vec2 q = vec2(0.0); q.x = fbm(st + 0.00 * speed); diff --git a/assets/shaders/lightning_attack.frag b/assets/shaders/lightning_attack.frag index 577cd14..eb41295 100644 --- a/assets/shaders/lightning_attack.frag +++ b/assets/shaders/lightning_attack.frag @@ -1,8 +1,10 @@ +#version 120 uniform vec2 u_resolution; uniform float u_time; uniform sampler2D source; uniform float u_mouse; uniform float value = 0.2; +uniform int octaves=8; float random (in vec2 st) { return fract(sin(dot(st.xy, @@ -26,7 +28,7 @@ float noise(in vec2 st) { (d - b) * u.x * u.y; } -float fbm(in vec2 st, int octaves=8) { +float fbm(in vec2 st) { float v = 0.0; float a = 0.5; vec2 shift = vec2(100.0);