|
@@ -10,7 +10,7 @@
|
|
|
*
|
|
|
* Currently uses a static wrapping perlin noise texture for turbulence, and a small png texture for
|
|
|
* particles, but adding support for a particle texture atlas or changing to a different type of turbulence
|
|
|
- * would be a fairly light day's work.
|
|
|
+ * would be a fairly light day's work.
|
|
|
*
|
|
|
* Shader and javascript packing code derrived from several Stack Overflow examples.
|
|
|
*
|
|
@@ -106,8 +106,6 @@ THREE.GPUParticleSystem = function( options ) {
|
|
|
'varying vec4 vColor;',
|
|
|
'varying float lifeLeft;',
|
|
|
|
|
|
- 'varying vec2 vUv;',
|
|
|
-
|
|
|
'void main() {',
|
|
|
|
|
|
'// unpack things from our attributes',
|
|
@@ -117,7 +115,6 @@ THREE.GPUParticleSystem = function( options ) {
|
|
|
'vec4 velTurb = encode_float( particleVelColSizeLife.x );',
|
|
|
'vec3 velocity = vec3( velTurb.xyz );',
|
|
|
'float turbulence = velTurb.w;',
|
|
|
- 'vUv = uv;',
|
|
|
|
|
|
'vec3 newPosition;',
|
|
|
|
|
@@ -169,7 +166,6 @@ THREE.GPUParticleSystem = function( options ) {
|
|
|
|
|
|
'varying vec4 vColor;',
|
|
|
'varying float lifeLeft;',
|
|
|
- 'varying vec2 vUv;',
|
|
|
|
|
|
'uniform sampler2D tSprite;',
|
|
|
|