Loading libs/graphics/src/shaders/2d/distance_map.wgsl +5 −2 Original line number Diff line number Diff line Loading @@ -164,8 +164,11 @@ fn main_fragment( var newWeight = weight; // newWeight = log2(newWeight + 1.0); // finalColor = mix(vec3<f32>(1.0, 0.4509803921568627, 0.4509803921568627), vec3<f32>(0.01, 0.6117647058823529, 1.0), newWeight); if(!all(leftColor == vec3<f32>(1.0)) && !all(rightColor == vec3<f32>(1.0))) { return FragmentOutput( vec4<f32>(leftColor.rgb, 1.0) ); } // let colors = array<vec3<f32>, 4>( // vec3<f32>(0.0), // vec3<f32>(1.0, 0.0, 0.0), Loading Loading
libs/graphics/src/shaders/2d/distance_map.wgsl +5 −2 Original line number Diff line number Diff line Loading @@ -164,8 +164,11 @@ fn main_fragment( var newWeight = weight; // newWeight = log2(newWeight + 1.0); // finalColor = mix(vec3<f32>(1.0, 0.4509803921568627, 0.4509803921568627), vec3<f32>(0.01, 0.6117647058823529, 1.0), newWeight); if(!all(leftColor == vec3<f32>(1.0)) && !all(rightColor == vec3<f32>(1.0))) { return FragmentOutput( vec4<f32>(leftColor.rgb, 1.0) ); } // let colors = array<vec3<f32>, 4>( // vec3<f32>(0.0), // vec3<f32>(1.0, 0.0, 0.0), Loading