updated ribbontrail shader
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@@ -19,7 +19,7 @@ float4 main(VertexToPixel PSIn) : SV_TARGET
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float2 distortionCo;
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distortionCo.x = PSIn.dis.x/PSIn.dis.w/2.0f + 0.5f;
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distortionCo.y = -PSIn.dis.y/PSIn.dis.w/2.0f + 0.5f;
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float2 distort = saturate( (xDistortionTexture.Sample(xSampler,PSIn.tex/float2(distortTexDim.x,1)).rg - float2(0.5f, 0.5f))*0.3f*PSIn.col.a );
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float2 distort = (xDistortionTexture.Sample(xSampler,PSIn.tex/float2(distortTexDim.x,1)).rg - float2(0.5f, 0.5f))*0.3f*PSIn.col.a;
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color.rgb += xRefracTexture.SampleLevel(xSampler,distortionCo+distort,0).rgb;
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return float4(color.rgb,1);
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