#define SRC(...) #__VA_ARGS__ SRC( struct UBO { float4x4 modelViewProj; float2 OutputSize; float time; }; uniform UBO global; float4 VSMain(float4 position : POSITION, float2 texcoord : TEXCOORD0) : SV_POSITION { return mul(global.modelViewProj, position); } static const float atime = (global.time + 1.0) / 4.0; float rand(float2 co) { return frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453); } float rand_float(float x) { return rand(float2(x, 1.0)); } float snow(float3 pos, float2 uv, float o) { float2 d = (pos.xy - uv); 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/400.0) { float col = 0.0; 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; } float col(float2 c) { float color = 0.0; for (int i = 1; i < 15; i++) { 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((global.time*((z + 1.0) / 2.0) +o) / 2.0)) + sin(global.time * o /1000.0) / 10.0); float y = 1.0 - fmod((global.time * ((z + 1.0)/2.0)) + o, 2.0); color += snow(float3(x,y,z), c, o); } return color; } float4 PSMain(float4 position : SV_POSITION) : SV_TARGET { float2 uv = position.xy / global.OutputSize.xy; uv = uv * 2.0 - 1.0; float2 p = uv; p.x *= global.OutputSize.x / global.OutputSize.y; p.y =- p.y; float c = col(p); return float4(c,c,c,c); }; )