Fix shader compilation errors in OpenGL ES

This commit is contained in:
kichikuou
2023-01-01 11:50:03 +09:00
parent e21f06331e
commit 82407a1d59
+3 -3
View File
@@ -31,13 +31,13 @@ vec3 get_pixel(vec2 xy, float fade) {
void main() {
vec2 p = tex_coord * resolution;
// 1 - (x - 1)^2
float fade_progress = 1.0 - pow(progress - 1.0, 2); // (0..0.5..1) -> (0..1) [parabolic]
float fade_progress = 1.0 - pow(progress - 1.0, 2.0); // (0..0.5..1) -> (0..1) [parabolic]
// sin(PI*x)^4
float blur_size = pow(sin(PI * progress), 4.0); // (0..0.5..1) -> (0..1..0) [sine wave ^ 4]
float blur_half = (blur_size * resolution.x) / 2.0;
vec3 avg = vec3(0.0);
int count = 0;
float count = 0.0;
avg += get_pixel(p / resolution, fade_progress);
count++;
@@ -45,7 +45,7 @@ void main() {
for (float i = 1.0; i <= blur_half; i += 2.0) {
avg += get_pixel(vec2(p.x + i, p.y) / resolution, fade_progress);
avg += get_pixel(vec2(p.x - i, p.y) / resolution, fade_progress);
count += 2;
count += 2.0;
}
frag_color = vec4(avg / count, 1.0);