diff --git a/shader.glsl b/shader.glsl index ad97344..52ca85a 100644 --- a/shader.glsl +++ b/shader.glsl @@ -75,18 +75,17 @@ float sdTriPrism( vec3 p, vec2 h, float rot ) ////////////////// // POSITIONS -const vec3 glyph1Pos = vec3(1.7,-1.1,0.0); -const vec3 glyph2Pos = vec3(2.0,0.0,0.0); +//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0); +//const vec3 glyph2Pos = vec3(2.0,0.0,0.0); const vec3 glyph3Pos = vec3(1.5,1.4,0.0); const vec3 glyph4Pos = vec3(0.0,2.0,0.0); const vec3 glyph5Pos = vec3(-1.5,1.4,0.0); -const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0); -const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0); +//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0); +//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0); // DELAYS float STARTDELAY = 9.; - // COLORS vec3 fogColor1 = vec3(.4, .2, .4), // fog color1 fogColor2 = vec3(.7, .4, .2), // fog color2 @@ -344,13 +343,11 @@ vec3 cameraPos() } if (u_time > 19.5) { - cPos = vec3(-1., -.7, 4.); + cPos = vec3(3., -.7, 4.); } if (u_time > 22.) { - cPos = getCpos(u_time); - } - if (u_time > 26.5) { - cPos = mix(getCpos(26.5), vec3(0., 0., 5.), clamp((u_time-26.5) * 1.5, 0., 1.1)); + cPos.yz *= rot2D(((1.-cos(u_time-22.))*0.25)*-0.1); + cPos.xz *= rot2D(sin((u_time-22.)*0.2)*.6); } return cPos;