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Change 1f to 1.0 in shaders

This makes them work on Godot 3.5
This commit is contained in:
Emmanouil Papadeas 2022-06-02 00:04:08 +03:00
parent d13814b9b9
commit 7683af09df
2 changed files with 6 additions and 7 deletions

View file

@ -1,4 +1,3 @@
shader_type canvas_item;
render_mode unshaded;
@ -47,14 +46,14 @@ void fragment() {
hsb.y = mix(hsb.y, 1 , sat_shift_amount);
}
else if (sat_shift_amount < 0.0) {
hsb.y = mix(0, hsb.y , 1f - abs(sat_shift_amount));
hsb.y = mix(0, hsb.y , 1.0 - abs(sat_shift_amount));
}
if(val_shift_amount > 0.0) {
hsb.z = mix(hsb.z, 1 , val_shift_amount);
}
else if (val_shift_amount < 0.0) {
hsb.z = mix(0, hsb.z , 1f - abs(val_shift_amount));
hsb.z = mix(0, hsb.z , 1.0 - abs(val_shift_amount));
}

View file

@ -14,13 +14,13 @@ void fragment() {
vec4 selection_color = texture(selection, UV);
vec4 col = original_color;
if (red)
col.r = 1f - col.r;
col.r = 1.0 - col.r;
if (green)
col.g = 1f - col.g;
col.g = 1.0 - col.g;
if (blue)
col.b = 1f - col.b;
col.b = 1.0 - col.b;
if (alpha)
col.a = 1f - col.a;
col.a = 1.0 - col.a;
vec4 output = mix(original_color.rgba, col, selection_color.a);
COLOR = output;