Shader cleanup - applies DRY to various shaders in the game (#23294)
shader cleanup - applies DRY to various shaders in the game
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@@ -6,46 +6,14 @@ uniform highp vec2 renderScale;
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uniform highp float life;
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uniform highp float range;
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highp vec2 random(highp vec2 uv){
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uv = vec2( dot(uv, vec2(127.1,311.7) ),
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dot(uv, vec2(269.5,183.3) ) );
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return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123);
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}
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highp float noise(highp vec2 uv) {
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highp vec2 uv_index = floor(uv);
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highp vec2 uv_fract = fract(uv);
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highp vec2 blur = smoothstep(0.0, 1.0, uv_fract);
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return mix( mix( dot( random(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ),
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dot( random(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x),
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mix( dot( random(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ),
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dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) * 0.5 + 0.5;
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}
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highp float fbm(highp vec2 uv) {
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const int octaves = 6;
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highp float amplitude = 0.5;
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highp float frequency = 3.0;
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highp float value = 0.0;
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for(int i = 0; i < octaves; i++) {
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value += amplitude * noise(frequency * uv);
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amplitude *= 0.5;
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frequency *= 2.0;
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}
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return value;
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}
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void fragment() {
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highp vec2 finalCoords = (FRAGCOORD.xy - positionInput) / (renderScale * 32.0);
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highp float distanceToCenter = length(finalCoords);
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highp float nlife = pow(sin(clamp(life, 0.0, 1.0) * 3.141592), 0.5);
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highp float on = ((range - distanceToCenter) / range);
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highp float n = on;
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highp vec2 fcOffset = vec2(fbm(finalCoords.xy + life / 2.0),fbm(finalCoords.yx + life / 2.0));
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n *= fbm((finalCoords + fcOffset) / (nlife / (n * 1.5))) * 1.1;
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highp vec2 fcOffset = vec2(zFBM(finalCoords.xy + life / 2.0),zFBM(finalCoords.yx + life / 2.0));
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n *= zFBM((finalCoords + fcOffset) / (nlife / (n * 1.5))) * 1.1;
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n *= clamp(nlife, 0.0, 1.0);
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highp float a = 0.0; // Alpha
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highp float p = 0.0; // Position between L and R stops
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