mirror of
https://github.com/libretro/RetroArch
synced 2025-02-28 12:40:23 +00:00
Simplify vertex snow shaders
This commit is contained in:
parent
1e10abd7f2
commit
2be4ca1755
@ -3,23 +3,6 @@
|
||||
static const char *stock_vertex_xmb_snow_legacy = GLSL(
|
||||
attribute vec3 VertexCoord;
|
||||
uniform float time;
|
||||
float iqhash( float n )
|
||||
{
|
||||
return fract(sin(n)*43758.5453);
|
||||
}
|
||||
|
||||
float noise( vec3 x )
|
||||
{
|
||||
vec3 p = floor(x);
|
||||
vec3 f = fract(x);
|
||||
f = f*f*(3.0-2.0*f);
|
||||
float n = p.x + p.y*57.0 + 113.0*p.z;
|
||||
|
||||
return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),
|
||||
mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),
|
||||
mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),
|
||||
mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -4,23 +4,6 @@ static const char *stock_vertex_xmb_snow = GLSL(
|
||||
in vec3 VertexCoord;
|
||||
uniform float time;
|
||||
|
||||
float iqhash( float n )
|
||||
{
|
||||
return fract(sin(n)*43758.5453);
|
||||
}
|
||||
|
||||
float noise( vec3 x )
|
||||
{
|
||||
vec3 p = floor(x);
|
||||
vec3 f = fract(x);
|
||||
f = f*f*(3.0-2.0*f);
|
||||
float n = p.x + p.y*57.0 + 113.0*p.z;
|
||||
return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),
|
||||
mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),
|
||||
mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),
|
||||
mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);
|
||||
|
Loading…
x
Reference in New Issue
Block a user