C89_BUILD: Remove c++ style comments

This commit is contained in:
orbea 2018-01-03 14:29:50 -08:00
parent 447e990522
commit a4ab4794cf
2 changed files with 20 additions and 16 deletions

View File

@ -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);

View File

@ -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);