mirror of
https://github.com/libretro/RetroArch
synced 2024-12-29 12:31:05 +00:00
77 lines
1.8 KiB
GLSL
77 lines
1.8 KiB
GLSL
#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 = 3.5; // [1.0 .. 10.0]
|
|
const float density = 0.7; // [0.01 .. 1.0]
|
|
const float speed = 0.25; // [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);
|
|
}
|
|
|
|
|