RetroArch/gfx/drivers/gx2_shaders/ribbon.vert
aliaspider 24cb240079 (WIIU) add remaining menu shaders.
- move some files around.
2018-01-12 02:54:45 +01:00

56 lines
1.1 KiB
GLSL

#version 150
uniform UBO
{
mat4 MVP;
vec2 OutputSize;
float time;
} global;
layout(location = 0) in vec2 VertexCoord;
layout(location = 0) out vec3 vEC;
float iqhash(float n)
{
return fract(sin(n) * 43758.5453);
}
float noise(vec3 x)
{
vec3 p = floor(x);
vec3 f = fract(x);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0 + 113.0 * p.z;
return mix(mix(mix(iqhash(n), iqhash(n + 1.0), f.x),
mix(iqhash(n + 57.0), iqhash(n + 58.0), f.x), f.y),
mix(mix(iqhash(n + 113.0), iqhash(n + 114.0), f.x),
mix(iqhash(n + 170.0), iqhash(n + 171.0), f.x), f.y), f.z);
}
float xmb_noise2(vec3 x)
{
return cos(x.z * 4.0) * cos(x.z + global.time / 10.0 + x.x);
}
void main()
{
vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);
vec3 v2 = v;
vec3 v3 = v;
v.y = xmb_noise2(v2) / 8.0;
v3.x -= global.time / 5.0;
v3.x /= 4.0;
v3.z -= global.time / 10.0;
v3.y -= global.time / 100.0;
v.z -= noise(v3 * 7.0) / 15.0;
v.y -= noise(v3 * 7.0) / 15.0 + cos(v.x * 2.0 - global.time / 2.0) / 5.0 - 0.3;
v.y = -v.y;
vEC = v;
gl_Position = vec4(v, 1.0);
}