Add differentiated rendering
This commit is contained in:
parent
15836f2876
commit
1578c8796a
7 changed files with 59 additions and 23 deletions
|
|
@ -2,6 +2,9 @@ struct Settings {
|
|||
size: vec2<f32>,
|
||||
deltaTime: f32,
|
||||
time: f32,
|
||||
brushColor: vec3<f32>,
|
||||
speciesColorA: vec3<f32>,
|
||||
speciesColorB: vec3<f32>,
|
||||
};
|
||||
|
||||
@group(0) @binding(0) var<uniform> settings: Settings;
|
||||
|
|
@ -10,6 +13,15 @@ struct Settings {
|
|||
|
||||
@fragment
|
||||
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
|
||||
return vec4(textureSample(TargetTexture, mySampler, uv).rgb, 1.0);
|
||||
return vec4(0, settings.deltaTime * 0.0, 0.0, 1.0);
|
||||
let traces = textureSample(TargetTexture, mySampler, uv);
|
||||
|
||||
let speciesAStrength = traces.r;
|
||||
let speciesBStrength = traces.g;
|
||||
let brushStrength = traces.a;
|
||||
return vec4(
|
||||
settings.speciesColorA * speciesAStrength +
|
||||
settings.speciesColorB * speciesBStrength +
|
||||
settings.brushColor * brushStrength,
|
||||
1
|
||||
);
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue