RetroArch/gfx/drivers/vulkan_shaders/pipeline_snow_simple.vert
2016-12-06 00:51:48 +01:00

67 lines
1.9 KiB
GLSL

#version 310 es
precision highp float;
layout(std140, set = 0, binding = 0) uniform UBO
{
float time;
} constants;
layout(location = 0) out vec4 FragColor;
vec2 res = vec2(1920*3, 1080*3);
// High quality = larger patterns
// quality * 84 is the number of seconds in a loop
float quality = 8.0;
float Cellular2D(vec2 P) {
// https://github.com/BrianSharpe/Wombat/blob/master/Cellular2D.glsl
vec2 Pi = floor(P);
vec2 Pf = P - Pi;
vec2 Pt = vec2( Pi.x, Pi.y + 1.0 );
Pt = Pt - floor(Pt * ( 1.0 / 71.0 )) * 71.0;
Pt += vec2( 26.0, 161.0 ).xy;
Pt *= Pt;
Pt = Pt.xy * Pt.yx;
float hash_x = fract( Pt * ( 1.0 / 951.135664 ) ).x * 2.0 - 1.0;
float hash_y = fract( Pt * ( 1.0 / 642.949883 ) ).y * 2.0 - 1.0;
const float JITTER_WINDOW = 0.25;
hash_x = ( ( hash_x * hash_x * hash_x ) - sign( hash_x ) ) * JITTER_WINDOW;
hash_y = ( ( hash_y * hash_y * hash_y ) - sign( hash_y ) ) * JITTER_WINDOW;
vec2 dd = vec2(Pf.x - hash_x, Pf.y - hash_y);
float d = dd.x * dd.x + dd.y * dd.y;
return d * ( 1.0 / 1.125 );
}
float snow(vec2 pos, float time, float scale) {
// add wobble
pos.x += cos(pos.y*4.0 + time*3.14159*2.0 + 1.0/scale)/(8.0/scale);
// add gravity
pos += time*scale*vec2(-0.5, 1.0);
return max(
1.0 - Cellular2D(mod(pos/scale, scale*quality)*16.0)*1024.0,
0.0
) * (scale*0.5 + 0.5);
}
void main()
{
float winscale = max(res.x, res.y);
float tim = mod(constants.time/800.0, 84.0*quality);
vec2 pos = gl_FragCoord.xy/winscale;
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);
}