@@ -44,8 +44,8 @@ public: | |||||
WorldEntity::TickGame(seconds); | WorldEntity::TickGame(seconds); | ||||
m_time += seconds; | m_time += seconds; | ||||
m_hotspot = 0.4f * vec3(lol::cos(m_time * 2.f) + lol::cos(m_time * 3.3f), | |||||
lol::sin(m_time * 4.4f) + lol::sin(m_time * 3.2f), | |||||
m_hotspot = 0.4f * vec3(lol::sin(m_time * 4.f) + lol::cos(m_time * 5.3f), | |||||
lol::sin(m_time * 5.7f) + lol::cos(m_time * 4.4f), | |||||
lol::sin(m_time * 5.f)); | lol::sin(m_time * 5.f)); | ||||
m_color = 0.25f * vec3(1.1f + lol::sin(m_time * 1.5f + 1.f), | m_color = 0.25f * vec3(1.1f + lol::sin(m_time * 1.5f + 1.f), | ||||
1.1f + lol::sin(m_time * 1.8f + 1.3f), | 1.1f + lol::sin(m_time * 1.8f + 1.3f), | ||||
@@ -33,10 +33,10 @@ void main(void) | |||||
{ | { | ||||
float tc = 0.0, ta = 0.0; | float tc = 0.0, ta = 0.0; | ||||
{ | { | ||||
float s = 4.0 + 3.0 * in_Point.z; | |||||
float s = 6.0 + 3.0 * in_Point.z; | |||||
vec2 p = pass_Position - in_Point.xy * 0.8; | vec2 p = pass_Position - in_Point.xy * 0.8; | ||||
float t = clamp(1.2 - dot(s * p, s * p), 0.0, 1.0); | float t = clamp(1.2 - dot(s * p, s * p), 0.0, 1.0); | ||||
float u = t * t; | |||||
float u = t * t * t * t; | |||||
tc += 3.0 * t * t - 2.0 * t * t * t; | tc += 3.0 * t * t - 2.0 * t * t * t; | ||||
ta += 3.0 * u * u - 2.0 * u * u * u; | ta += 3.0 * u * u - 2.0 * u * u * u; | ||||
} | } | ||||