RetroArch/gfx/drivers/gl_shaders/pipeline_xmb_ribbon_simple.cg.h
gblues 6904101c44 Clean up trailing whitespace
== DETAILS

Really simple code cleanup, because my editor flags trailing whitespaces
and it's pretty annoying.
2017-12-12 00:24:18 -08:00

61 lines
1.4 KiB
C

#include "shaders_common.h"
static const char *stock_xmb_ribbon_simple = CG(
struct input
{
float time;
};
float iqhash(float n)
{
return frac(sin(n)*43758.5453);
}
float noise(float3 x)
{
float3 p = floor(x);
float3 f = frac(x);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0 + 113.0 * p.z;
return lerp(lerp(lerp(iqhash(n+0.0), iqhash(n+1.0), f.x),
lerp(iqhash(n+57.0), iqhash(n+58.0), f.x), f.y),
lerp(lerp(iqhash(n+113.0), iqhash(n+114.0), f.x),
lerp(iqhash(n+170.0), iqhash(n+171.0), f.x), f.y), f.z);
}
void main_vertex
(
float2 position : POSITION,
float4 color : COLOR,
float2 texCoord : TEXCOORD0,
uniform input IN,
out float4 oPosition : POSITION,
out float4 oColor : COLOR,
out float2 otexCoord : TEXCOORD
)
{
float3 v = float3(position.x, 0.0, position.y);
float3 v2 = v;
v2.x = v2.x + IN.time / 2.0;
v2.z = v.z * 3.0;
v.y = -cos((v.x + v.z / 3.0 + IN.time) * 2.0) / 10.0 - noise(v2.xyz) / 3.0;
oPosition = float4(v, 1.0);
oColor = color;
otexCoord = texCoord;
}
struct output
{
float4 color : COLOR;
};
output main_fragment(uniform input IN)
{
output OUT;
OUT.color = float4(0.05, 0.05, 0.05, 1.0);
return OUT;
}
);