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