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Shader GLES compatibility fixes

pull/3386/head
Nikita Tsukanov 7 years ago
parent
commit
d9387b4317
  1. 18
      samples/ControlCatalog/Pages/OpenGlPage.xaml.cs

18
samples/ControlCatalog/Pages/OpenGlPage.xaml.cs

@ -99,10 +99,10 @@ namespace ControlCatalog.Pages
uniform float uDisco;
void main()
{
float discoScale = sin(uTime*10)/10;
float distortionX = 1 + uDisco * cos(uTime*20)/10;
float discoScale = sin(uTime * 10.0) / 10.0;
float distortionX = 1.0 + uDisco * cos(uTime * 20.0) / 10.0;
float scale = 1 + uDisco * discoScale;
float scale = 1.0 + uDisco * discoScale;
vec3 scaledPos = aPos;
scaledPos.x = scaledPos.x * distortionX;
@ -127,15 +127,15 @@ namespace ControlCatalog.Pages
void main()
{
float y = (VecPos.y - uMinY) / (uMaxY - uMinY);
float c = cos(atan(VecPos.x, VecPos.z)*20.0+uTime*40.0+y*50);
float s = sin(-atan(VecPos.z, VecPos.x)*20.0-uTime*20.0-y*30);
float c = cos(atan(VecPos.x, VecPos.z) * 20.0 + uTime * 40.0 + y * 50.0);
float s = sin(-atan(VecPos.z, VecPos.x) * 20.0 - uTime * 20.0 - y * 30.0);
vec3 discoColor = vec3(
0.5 + abs(0.5-y)*cos(uTime*10),
0.25 + (smoothstep(0.3, 0.8, y)*(0.5-c/4)),
0.25 + abs((smoothstep(0.1, 0.4, y)*(0.5-s/4))));
0.5 + abs(0.5 - y) * cos(uTime * 10),
0.25 + (smoothstep(0.3, 0.8, y) * (0.5 - c/4)),
0.25 + abs((smoothstep(0.1, 0.4, y) * (0.5 - s/4))));
vec3 objectColor = vec3((1.0 - y), 0.40 + y / 4.0, y * 0.75+0.25);
vec3 objectColor = vec3((1.0 - y), 0.40 + y / 4.0, y * 0.75 + 0.25);
objectColor = objectColor * (1-uDisco) + discoColor * uDisco;
float ambientStrength = 0.3;

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