sparklemotion
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:bug: Using `vec4 inColor` for color filtering doesn't use the upstream color for that pixel like this does:
// @param fragCoord uv-coordinate
// @return color
vec4 upstreamColor(vec2 fragCoord);
Appears to be because the projection shader is being run after the paint shader:
void main() {
// Invoke Pixel Location
in_pixelLocation = ds_pixelLocation_getPixelCoords(gl_FragCoord.xy);
// Invoke Scale
p0_scalei_result = p0_scale_main(p3_flatProjectioni_result);
// Invoke Time Shift
p1_timeShifti_result = p1_timeShift_main();
// Invoke Acid at the Disco
p2_acidAtTheDisco_mainImage(p2_acidAtTheDisco_fragColor, p0_scalei_result);
// Invoke Flat Projection
p3_flatProjectioni_result = p3_flatProjection_main(in_pixelLocation);
// Invoke Sparklez™
p5_sparklez_mainImage(p5_sparklez_fragColor, p0_scalei_result);
// Invoke HSB
p6_hsbi_result = p6_hsb_main(p5_sparklez_fragColor);
sm_result = p6_hsbi_result;
}