Minor fixes
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This commit is contained in:
Stephen Seo 2023-08-31 11:23:01 +09:00
parent 1ddd42cac9
commit 32f5440a24

View file

@ -116,14 +116,6 @@ bool ElectricityEffect::update(float dt) {
void ElectricityEffect::draw(Color color, Camera *camera) { void ElectricityEffect::draw(Color color, Camera *camera) {
float ratio = timer < lifetime ? (1.0F - timer / lifetime) : 0.0F; float ratio = timer < lifetime ? (1.0F - timer / lifetime) : 0.0F;
// Update shader values common to all quads.
{
int colDiffuse = GetShaderLocation(shader.value(), "colDiffuse");
Vector4 normalizedColor = ColorNormalize(color);
SetShaderValue(shader.value(), colDiffuse, &normalizedColor,
SHADER_UNIFORM_VEC4);
}
for (const auto &end_point : end_points) { for (const auto &end_point : end_points) {
if (end_point.next_idx >= 0) { if (end_point.next_idx >= 0) {
std::array<Vector3, 4> quad = get_quad_from_start_end( std::array<Vector3, 4> quad = get_quad_from_start_end(
@ -246,7 +238,7 @@ void ElectricityEffect::init_shader() {
" float distB = distance(pos, closest); \n" " float distB = distance(pos, closest); \n"
" float min_dist = width * 0.3; \n" " float min_dist = width * 0.3; \n"
" if (min_dist < 0.00001) { \n" " if (min_dist < 0.00001) { \n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); \n" " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); \n"
" } else if (distA < distB) { \n" " } else if (distA < distB) { \n"
" if (distA < min_dist) { \n" " if (distA < min_dist) { \n"
" float lerpVal = distA / min_dist; \n" " float lerpVal = distA / min_dist; \n"