Merge pull request #5854 from fr500/master

this probably fixes the shader on noveau and others
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Andrés 2017-12-03 15:11:52 -05:00 committed by GitHub
commit 5795d9926c
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@ -6,29 +6,40 @@
static const char* stock_fragment_xmb_snowflake = GLSL(
uniform float time;
uniform float atime;
uniform vec2 OutputSize;
vec2 uv;
float atime;
float rand(vec2 co)
{
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
}
float rand(float x){ return rand(vec2(x,1.0));}
float rand_float(float x)
{
return rand(vec2(x, 1.0));
}
float snow(vec3 pos, vec2 uv, float o)
{
vec2 d = (pos.xy - uv);
float a = atan(d.y,d.x)+sin(atime*1.+o)*10.;
float a = atan(d.y,d.x) + sin(atime*1.0 + o) * 10.0;
float dist = d.x*d.x + d.y*d.y;
if(dist < pos.z/400.){
if(dist < pos.z/400.0)
{
float col = 0.0;
if(sin(a*8.) < 0.0){col=1.0;}
if(dist<pos.z/800.0){col+=1.0;}
return col*pos.z;
if(sin(a * 8.0) < 0.0)
{
col=1.0;
}
if(dist < pos.z/800.0)
{
col+=1.0;
}
return col * pos.z;
}
return 0.0;
@ -37,14 +48,14 @@ static const char* stock_fragment_xmb_snowflake = GLSL(
float col(vec2 c)
{
float color = 0.0;
for (int i = 1; i < 50; i++)
for (int i = 1; i < 15; i++)
{
float o = rand(float(i) / 3.0) * 15 * 2.0;
float z = rand(float(i) + 13.0);
float x = 1.8 - (3.6) * (rand(floor((time*((z+1.0)/2.0)+o)/2.0)) + sin(time*o/1000.0)/10.0);
float y = 1.0-mod((time*((z+1.0)/2.0))+o, 2.0);
float o = rand_float(float(i) / 3.0) * 15.0;
float z = rand_float(float(i) + 13.0);
float x = 1.8 - (3.6) * (rand_float(floor((time*((z + 1.0) / 2.0) +o) / 2.0)) + sin(time * o /1000.0) / 10.0);
float y = 1.0 - mod((time * ((z + 1.0)/2.0)) + o, 2.0);
color += snow(vec3(x,y,z),c,o);
color += snow(vec3(x,y,z), c, o);
}
return color;
@ -57,7 +68,7 @@ static const char* stock_fragment_xmb_snowflake = GLSL(
vec2 p = uv;
p.x *= OutputSize.x / OutputSize.y;
atime = (time + 1)/4.0;
atime = (time + 1.0) / 4.0;
gl_FragColor = vec4(col(p));
}