mod() for argument of sine function in surface light shader to make sure it falls between 0 and 2 pi
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3 changed files with 4 additions and 4 deletions
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@ -73,8 +73,8 @@
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/surface-light-lightfield.vert</vertex-shader>
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<fragment-shader>Shaders/surface-light-lightfield.frag</fragment-shader>
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<vertex-shader>Shaders/surface-light-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/surface-light-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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</program>
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<uniform>
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@ -54,10 +54,10 @@ float r = length(coord);
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if (pixelSize<1.3) {return vec4 (1.0,1.0,1.0,1.0) * 0.08;}
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float angle = noise * 6.28;
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float angle = noise * 6.2832;
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float sinphi = dot(vec2 (sin(angle),cos(angle)), normalize(coord));
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float ray = clamp(pow(sin((sinphi-3.0) * (sinphi-3.0)),10.0),0.0,1.0);
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float ray = clamp(pow(sin(mod((sinphi-3.0) * (sinphi-3.0),6.2832)),10.0),0.0,1.0);
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float fogEffect = (1.0-smoothstep(0.4,0.8,transmission));
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