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Commit b18410f2 authored by DarkGod's avatar DarkGod
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scalign awesomeaura

parent f61e8d24
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......@@ -4,6 +4,7 @@ uniform sampler2D flames;
uniform float alpha;
uniform float tick;
uniform float time_factor;
uniform float flameScale;
vec4 permute( vec4 x ) {
......@@ -159,12 +160,12 @@ void main(void)
vec2 planarPos;
vec4 displacement = texture2D(tex, gl_TexCoord[0].xy);
planarPos.x = displacement.b;
planarPos.y = displacement.a * 3.0 * (1.0 + 10.0 * pow((planarPos.x) * (1.0 - planarPos.x) * 4.0, 1.0));
planarPos.x = displacement.b;
planarPos.y = displacement.a * 3.0 * (1.0 + 10.0 * pow((planarPos.x) * (1.0 - planarPos.x) * 4.0, 1.0)) / max(flameScale, 1e-3);
vec4 resultColor = vec4(0.0, 0.0, 0.0, 0.0);
resultColor = GetFireAuraColor(tick / time_factor, planarPos, 6.0, 15.0, 1.0, 1.0, 1.0, 0.75);//texture2D(tex, gl_TexCoord[0].xy) * texture2D(flames, gl_TexCoord[0].xy) + 0.2;
resultColor = GetFireAuraColor(tick / time_factor, planarPos, 6.0, 15.0 * max(flameScale, 1e-3), 1.0, 1.0, 1.0, 0.75);//texture2D(tex, gl_TexCoord[0].xy) * texture2D(flames, gl_TexCoord[0].xy) + 0.2;
gl_FragColor = resultColor;
gl_FragColor.a *= alpha;
......
......@@ -25,6 +25,7 @@ return {
flames = { texture = 1 },
alpha = alpha or 1,
time_factor = time_factor or 4000,
flameScale = flame_scale or 1,
},
clone = false,
}
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