mirror of
https://github.com/libretro/RetroArch
synced 2025-03-20 19:21:27 +00:00
C89_BUILD: Remove c++ style comments
This commit is contained in:
parent
447e990522
commit
a4ab4794cf
@ -4,9 +4,9 @@ static const char* stock_fragment_xmb_snow = GLSL(
|
||||
uniform float time;
|
||||
uniform vec2 OutputSize;
|
||||
|
||||
float baseScale = 3.5; // [1.0 .. 10.0]
|
||||
float density = 0.7; // [0.01 .. 1.0]
|
||||
float speed = 0.25; // [0.1 .. 1.0]
|
||||
float baseScale = 3.5; /* [1.0 .. 10.0] */
|
||||
float density = 0.7; /* [0.01 .. 1.0] */
|
||||
float speed = 0.25; /* [0.1 .. 1.0] */
|
||||
|
||||
float rand(vec2 co)
|
||||
{
|
||||
@ -39,9 +39,9 @@ static const char* stock_fragment_xmb_snow = GLSL(
|
||||
|
||||
float snow(vec2 pos, float time, float scale)
|
||||
{
|
||||
// add wobble
|
||||
/* add wobble */
|
||||
pos.x += cos(pos.y * 1.2 + time * 3.14159 * 2.0 + 1.0 / scale) / (8.0 / scale) * 4.0;
|
||||
// add gravity
|
||||
/* add gravity */
|
||||
pos += time * scale * vec2(-0.5, 1.0) * 4.0;
|
||||
return random_dots(pos / scale) * (scale * 0.5 + 0.5);
|
||||
}
|
||||
@ -51,9 +51,11 @@ static const char* stock_fragment_xmb_snow = GLSL(
|
||||
float tim = time * 0.4 * speed;
|
||||
vec2 pos = gl_FragCoord.xy / OutputSize.xx;
|
||||
float a = 0.0;
|
||||
// Each of these is a layer of snow
|
||||
// Remove some for better performance
|
||||
// Changing the scale (3rd value) will mess with the looping
|
||||
/**
|
||||
* Each of these is a layer of snow
|
||||
* Remove some for better performance
|
||||
* Changing the scale (3rd value) will mess with the looping
|
||||
**/
|
||||
a += snow(pos, tim, 1.0);
|
||||
a += snow(pos, tim, 0.7);
|
||||
a += snow(pos, tim, 0.6);
|
||||
|
@ -4,9 +4,9 @@ static const char *stock_fragment_xmb_simple_snow = GLSL(
|
||||
uniform float time;
|
||||
uniform vec2 OutputSize;
|
||||
|
||||
float baseScale = 1.25; // [1.0 .. 10.0]
|
||||
float density = 0.5; // [0.01 .. 1.0]
|
||||
float speed = 0.15; // [0.1 .. 1.0]
|
||||
float baseScale = 1.25; /* [1.0 .. 10.0] */
|
||||
float density = 0.5; /* [0.01 .. 1.0] */
|
||||
float speed = 0.15; /* [0.1 .. 1.0] */
|
||||
|
||||
float rand(vec2 co)
|
||||
{
|
||||
@ -39,9 +39,9 @@ static const char *stock_fragment_xmb_simple_snow = GLSL(
|
||||
|
||||
float snow(vec2 pos, float time, float scale)
|
||||
{
|
||||
// add wobble
|
||||
/* add wobble */
|
||||
pos.x += cos(pos.y * 1.2 + time * 3.14159 * 2.0 + 1.0 / scale) / (8.0 / scale) * 4.0;
|
||||
// add gravity
|
||||
/* add gravity */
|
||||
pos += time * scale * vec2(-0.5, 1.0) * 4.0;
|
||||
return random_dots(pos / scale) * (scale * 0.5 + 0.5);
|
||||
}
|
||||
@ -51,9 +51,11 @@ static const char *stock_fragment_xmb_simple_snow = GLSL(
|
||||
float tim = time * 0.4 * speed;
|
||||
vec2 pos = gl_FragCoord.xy / OutputSize.xx;
|
||||
float a = 0.0;
|
||||
// Each of these is a layer of snow
|
||||
// Remove some for better performance
|
||||
// Changing the scale (3rd value) will mess with the looping
|
||||
/**
|
||||
* Each of these is a layer of snow
|
||||
* Remove some for better performance
|
||||
* Changing the scale (3rd value) will mess with the looping
|
||||
**/
|
||||
a += snow(pos, tim, 1.0);
|
||||
a += snow(pos, tim, 0.7);
|
||||
a += snow(pos, tim, 0.6);
|
||||
|
Loading…
x
Reference in New Issue
Block a user