diff --git a/src/entities/Raymarcher.ts b/src/entities/Raymarcher.ts index 20a60e3..440d139 100644 --- a/src/entities/Raymarcher.ts +++ b/src/entities/Raymarcher.ts @@ -48,7 +48,7 @@ export class Raymarcher { ); material.addUniform( 'deformAmp', '1f', auto( 'Music/NEURO_WUB_AMP' ) ); - material.addUniform( 'deformFreq', '1f', auto( 'Music/NEURO_WUB_FREQ' ) ); + material.addUniform( 'deformFreq', '1f', 1.0 + 7.0 * auto( 'Music/NEURO_DETUNE' ) ); material.addUniform( 'deformTime', '1f', auto( 'Music/NEURO_TIME' ) ); } }, diff --git a/src/shaders/raymarcher.frag b/src/shaders/raymarcher.frag index c9ac080..7c3201d 100644 --- a/src/shaders/raymarcher.frag +++ b/src/shaders/raymarcher.frag @@ -61,8 +61,6 @@ float fDistFunc( vec3 p ) { if ( length( p ) > 2.0 ) { return length( p ) - 1.8; } - p += 0.5 * deformAmp / deformFreq * noise( vec4( deformFreq * p.xyz, 4.0 * deformFreq * deformTime ) ); - { vec3 pt = p; @@ -74,6 +72,7 @@ float fDistFunc( vec3 p ) { } float dist = distFunc( p, time ); + dist += 0.5 * deformAmp / deformFreq * noise( vec4( deformFreq * p.xyz, 4.0 * deformFreq * deformTime ) ); return max( distSlasher, dist ); }