mirror of
https://github.com/libretro/RetroArch
synced 2025-01-31 15:32:59 +00:00
3029f96511
This driver should sunset the old gl2 driver, but that driver will likely live on to support really ancient and terrible GL stacks. All the worst legacy cruft has been ripped out, and it's almost a decent backend now. Requirements for slang are GL 3.2+ or GLES3. Some shaders require features which are not directly compatible with GLES2 or legacy GL. This driver shares a lot of concepts from the Vulkan driver. The slang shader stack and SPIRV-Cross are used to implement the shader spec, and the menu shaders are also shared with Vulkan.
76 lines
1.9 KiB
GLSL
76 lines
1.9 KiB
GLSL
#version 310 es
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precision mediump float;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec2 OutputSize;
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float time;
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float yflip;
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} constants;
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layout(location = 0) out vec4 FragColor;
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const float baseScale = 3.5; // [1.0 .. 10.0]
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const float density = 0.7; // [0.01 .. 1.0]
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const float speed = 0.25; // [0.1 .. 1.0]
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float rand(vec2 co)
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{
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return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
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}
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float dist_func(vec2 distv)
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{
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float dist = sqrt((distv.x * distv.x) + (distv.y * distv.y)) * (40.0 / baseScale);
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dist = clamp(dist, 0.0, 1.0);
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return cos(dist * (3.14159265358 * 0.5)) * 0.5;
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}
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float random_dots(vec2 co)
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{
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float part = 1.0 / 20.0;
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vec2 cd = floor(co / part);
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float p = rand(cd);
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if (p > 0.005 * (density * 40.0))
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return 0.0;
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vec2 dpos = (vec2(fract(p * 2.0) , p) + vec2(2.0, 2.0)) * 0.25;
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vec2 cellpos = fract(co / part);
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vec2 distv = (cellpos - dpos);
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return dist_func(distv);
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}
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float snow(vec2 pos, float time, float scale)
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{
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// add wobble
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pos.x += cos(pos.y * 1.2 + time * 3.14159 * 2.0 + 1.0 / scale) / (8.0 / scale) * 4.0;
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// add gravity
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pos += time * scale * vec2(-0.5, 1.0) * 4.0;
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return random_dots(pos / scale) * (scale * 0.5 + 0.5);
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}
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void main(void)
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{
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float tim = constants.time * 0.4 * speed;
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vec2 pos = gl_FragCoord.xy / constants.OutputSize.xx;
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pos.y = mix(pos.y, 1.0 - pos.y, constants.yflip); // Flip Y
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float a = 0.0;
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// Each of these is a layer of snow
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// Remove some for better performance
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// Changing the scale (3rd value) will mess with the looping
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a += snow(pos, tim, 1.0);
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a += snow(pos, tim, 0.7);
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a += snow(pos, tim, 0.6);
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a += snow(pos, tim, 0.5);
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a += snow(pos, tim, 0.4);
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a += snow(pos, tim, 0.3);
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a += snow(pos, tim, 0.25);
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a += snow(pos, tim, 0.125);
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a = a * min(pos.y * 4.0, 1.0);
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FragColor = vec4(1.0, 1.0, 1.0, a);
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}
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