feat: ignore some values in auto random
This commit is contained in:
+8
-9
@@ -9,21 +9,20 @@ out vec4 fragColor;
|
||||
#include inc_map.glsl
|
||||
|
||||
uniform sampler2D iTex0;
|
||||
uniform int iAutoRand;
|
||||
uniform vec3 iGroup2_4[7];
|
||||
|
||||
void main() {
|
||||
bool visible = iAutoRand < 1 && iGroup2_4[0].x > 0;
|
||||
bool invert = iAutoRand < 1 && iGroup2_4[0].y > 0;
|
||||
bool rect = iAutoRand < 1 && iGroup2_4[0].z > 0;
|
||||
bool visible = iGroup2_4[0].x > 0;
|
||||
bool invert = iGroup2_4[0].y > 0;
|
||||
float rect = iGroup2_4[0].z;
|
||||
|
||||
vec2 uv2 = vUV;
|
||||
|
||||
if (visible) {
|
||||
vec2 p1 = iAutoRand < 1 ? vec2(iGroup2_4[6].xy) : vec2(0);
|
||||
vec2 p2 = iAutoRand < 1 ? vec2(iGroup2_4[1].xy) : vec2(0);
|
||||
vec2 p3 = iAutoRand < 1 ? vec2(iGroup2_4[3].xy) : vec2(0);
|
||||
vec2 p4 = iAutoRand < 1 ? vec2(iGroup2_4[5].xy) : vec2(0);
|
||||
vec2 p1 = vec2(iGroup2_4[6].xy);
|
||||
vec2 p2 = vec2(iGroup2_4[1].xy);
|
||||
vec2 p3 = vec2(iGroup2_4[3].xy);
|
||||
vec2 p4 = vec2(iGroup2_4[5].xy);
|
||||
|
||||
p2.x = 1 - p2.x;
|
||||
p3.y = 1 - p3.y;
|
||||
@@ -38,7 +37,7 @@ void main() {
|
||||
if (visible) {
|
||||
float mask = step(0, uv2.x) * step(-1, -uv2.x) * step(0, uv2.y) * step(-1, -uv2.y);
|
||||
color *= mix(mask, 1 - mask, invert ? 1 : 0);
|
||||
color = mix(color, mix(color, color + mask * vec4(1), step(uv2.x, 0.01) + step(uv2.y, 0.01) + step(1 - uv2.y, 0.01) + step(1 - uv2.x, 0.01)), rect ? 1 : 0);
|
||||
color = mix(color, color + mask * vec4(1), rect * (step(uv2.x, 0.01) + step(uv2.y, 0.01) + step(1 - uv2.y, 0.01) + step(1 - uv2.x, 0.01)));
|
||||
}
|
||||
|
||||
fragColor = color;
|
||||
|
||||
Reference in New Issue
Block a user