Some shader optimization

This commit is contained in:
2025-12-01 14:34:16 +03:00
parent 085465e2ef
commit 6da53693a1
+2 -5
View File
@@ -29,14 +29,11 @@ float cellular(vec2 coord) {
}
void fragment() {
if (COLOR.a != 0.0) {
vec2 coord = UV * scale;
float pattern = cellular(coord);
float alpha = COLOR.a;
if (pattern > intensity) {
alpha = 0.0;
COLOR = vec4(COLOR.rgb, (pattern > intensity) ? 0.0 : 1.0);
}
COLOR = vec4(COLOR.rgb, alpha);
}