#version 310 es precision mediump float; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec2 OutputSize; float time; } constants; layout(location = 0) out vec4 FragColor; const float baseScale = 1.25; // [1.0 .. 10.0] const float density = 0.5; // [0.01 .. 1.0] const float speed = 0.15; // [0.1 .. 1.0] float rand(vec2 co) { return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); } float dist_func(vec2 distv) { float dist = sqrt((distv.x * distv.x) + (distv.y * distv.y)) * (40.0 / baseScale); dist = clamp(dist, 0.0, 1.0); return cos(dist * (3.14159265358 * 0.5)) * 0.5; } float random_dots(vec2 co) { float part = 1.0 / 20.0; vec2 cd = floor(co / part); float p = rand(cd); if (p > 0.005 * (density * 40.0)) return 0.0; vec2 dpos = (vec2(fract(p * 2.0) , p) + vec2(2.0, 2.0)) * 0.25; vec2 cellpos = fract(co / part); vec2 distv = (cellpos - dpos); return dist_func(distv); } float snow(vec2 pos, float time, float scale) { // add wobble pos.x += cos(pos.y * 1.2 + time * 3.14159 * 2.0 + 1.0 / scale) / (8.0 / scale) * 4.0; // add gravity pos += time * scale * vec2(-0.5, 1.0) * 4.0; return random_dots(pos / scale) * (scale * 0.5 + 0.5); } void main(void) { float tim = constants.time * 0.4 * speed; vec2 pos = gl_FragCoord.xy / constants.OutputSize.xx; pos.y = 1.0 - pos.y; // Flip Y 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 a += snow(pos, tim, 1.0); a += snow(pos, tim, 0.7); a += snow(pos, tim, 0.6); a += snow(pos, tim, 0.5); a += snow(pos, tim, 0.4); a += snow(pos, tim, 0.3); a += snow(pos, tim, 0.25); a += snow(pos, tim, 0.125); a = a * min(pos.y * 4.0, 1.0); FragColor = vec4(1.0, 1.0, 1.0, a); }