RetroArch/gfx/drivers/vulkan_shaders/pipeline_ribbon.frag

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#version 310 es
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precision highp float;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
float time;
float yflip;
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} constants;
layout(location = 0) in vec3 vEC;
layout(location = 0) out vec4 FragColor;
void main()
{
const vec3 up = vec3(0.0, 0.0, 1.0);
vec3 x = dFdx(vEC);
vec3 y = dFdy(vEC);
y *= constants.yflip;
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vec3 normal = normalize(cross(x, y));
float c = 1.0 - dot(normal, up);
c = (1.0 - cos(c * c)) / 3.0;
FragColor = vec4(c, c, c, 1.0);
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}