diff options
Diffstat (limited to 'themes')
| -rwxr-xr-x | themes/dist/output.wasm | bin | 101730 -> 101714 bytes | |||
| -rw-r--r-- | themes/src/_shaders/sun.frag | 6 | ||||
| -rw-r--r-- | themes/src/shaders/sun_frag.cpp | 6 |
3 files changed, 6 insertions, 6 deletions
diff --git a/themes/dist/output.wasm b/themes/dist/output.wasm Binary files differindex 98fd466..4c88053 100755 --- a/themes/dist/output.wasm +++ b/themes/dist/output.wasm diff --git a/themes/src/_shaders/sun.frag b/themes/src/_shaders/sun.frag index 028c0c2..2170b39 100644 --- a/themes/src/_shaders/sun.frag +++ b/themes/src/_shaders/sun.frag @@ -17,15 +17,15 @@ void main() { lowp float noiseValue = noise(TexCoord + time * 0.1) * 0.02; // Create soft edge using smoothstep - ensure fade reaches zero at the actual edge - lowp float innerEdge = 0.2; + lowp float innerEdge = 0.8; lowp float outerEdge = 1.0; lowp float alpha = 1.0 - smoothstep(innerEdge, outerEdge, dist); // Apply wave distortion to the edge alpha *= 1.0 - smoothstep(0.85 + wave + noiseValue * 2.0, 1.0, dist); - // Make edges even more transparent with additional fade - alpha = alpha * alpha * alpha; + // Make edges more transparent but not too much + alpha = alpha * alpha; // Add slight glow effect at the edge lowp float glow = smoothstep(0.5, 0.8, dist) * (1.0 - smoothstep(0.8, 1.0, dist)); diff --git a/themes/src/shaders/sun_frag.cpp b/themes/src/shaders/sun_frag.cpp index 30553e0..696b3b9 100644 --- a/themes/src/shaders/sun_frag.cpp +++ b/themes/src/shaders/sun_frag.cpp @@ -19,15 +19,15 @@ const char* shader_sun_frag = "varying lowp vec4 VertexColor; \n" " lowp float noiseValue = noise(TexCoord + time * 0.1) * 0.02; \n" " \n" " // Create soft edge using smoothstep - ensure fade reaches zero at the actual edge \n" -" lowp float innerEdge = 0.2; \n" +" lowp float innerEdge = 0.8; \n" " lowp float outerEdge = 1.0; \n" " lowp float alpha = 1.0 - smoothstep(innerEdge, outerEdge, dist); \n" " \n" " // Apply wave distortion to the edge \n" " alpha *= 1.0 - smoothstep(0.85 + wave + noiseValue * 2.0, 1.0, dist); \n" " \n" -" // Make edges even more transparent with additional fade \n" -" alpha = alpha * alpha * alpha; \n" +" // Make edges more transparent but not too much \n" +" alpha = alpha * alpha; \n" " \n" " // Add slight glow effect at the edge \n" " lowp float glow = smoothstep(0.5, 0.8, dist) * (1.0 - smoothstep(0.8, 1.0, dist)); \n" |
