One thing I would like is to be able to pass a volume right when using Play, and have that volume be a percentage that gets multiplied by whatever is the volume type percentage - so I could have a slider for the sounds per type in a menu.
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Show posts Menuuniform float iTime;
uniform int iGameFrame;
uniform sampler2D iTexture;
uniform vec2 iTextureDim;
uniform float iAlpha;
varying vec2 vTexCoord;
void main()
{
// this is both direction and speed, should be lower than 1.
vec2 dir = vec2(0.15, 0.05);
// width and height of the texture
vec2 wh = iTextureDim;
vec2 uv = vTexCoord;
vec2 scroll = mod(uv * wh + dir * iTime * wh, wh);
vec2 uv_1 = vec2 (scroll.x / wh.x , scroll.y / wh.y);
vec4 color = texture2D(iTexture, uv_1);
gl_FragColor = color;
}
Quote from: Snarky on Wed 21/05/2025 15:52:56Complete rejection is a position that renders itself irrelevant; people are just going to tune you out.
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