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author | Hop311 <Hop3114@gmail.com> | 2024-07-11 20:33:49 +0200 |
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committer | GitHub <noreply@github.com> | 2024-07-11 20:33:49 +0200 |
commit | 114394f4d1bcf5249089b6e3632d259a195ec584 (patch) | |
tree | 8e82ee10733a1f41cbf44063cd12d9bdc9bc7f63 /game/src/Game/Model/flag.gdshader | |
parent | d1ff26c46dbba3e373f5c71f7ed093b5cd9ca6a0 (diff) | |
parent | 1496de8262b104ad7dd52b9f6e936fcd6ed1d384 (diff) |
Merge pull request #237 from OpenVicProject/scrolling-textures
Scrolling model materials (tank tracks and smoke)
Diffstat (limited to 'game/src/Game/Model/flag.gdshader')
-rw-r--r-- | game/src/Game/Model/flag.gdshader | 9 |
1 files changed, 6 insertions, 3 deletions
diff --git a/game/src/Game/Model/flag.gdshader b/game/src/Game/Model/flag.gdshader index d338e36..bf9ca18 100644 --- a/game/src/Game/Model/flag.gdshader +++ b/game/src/Game/Model/flag.gdshader @@ -9,7 +9,7 @@ uniform sampler2D texture_normal : hint_normal; instance uniform uint flag_index; -uniform vec2 scroll_speed = vec2(-0.25,0); +const float normal_scroll_speed = 0.3; // Scroll the Normal map, but leave the albedo alone void fragment() { @@ -21,6 +21,9 @@ void fragment() { vec2 flag_uv = (vec2(flag_pos) + UV * vec2(flag_dims)) / vec2(flag_sheet_dims); ALBEDO = texture(texture_flag_sheet_diffuse, flag_uv).rgb; - //ALBEDO = vec3(1, 0, 0); - NORMAL_MAP = texture(texture_normal, UV + TIME*scroll_speed).rgb; + + vec2 normal_uv = UV; + normal_uv.x -= TIME * normal_scroll_speed; + + NORMAL_MAP = texture(texture_normal, normal_uv).rgb; } |