RetroArch/gfx/drivers/gl_shaders/modern_pipeline_xmb_ribbon.glsl.vert.h
2016-11-19 00:23:07 +01:00

43 lines
1.0 KiB
C

#include "shaders_common.h"
static const char *stock_vertex_xmb_ribbon_modern = GLSL(
in vec3 VertexCoord;
uniform float time;
out vec3 fragVertexEc;
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+0.0 ), 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 height(vec3 pos )
{
const float twoPi = 2.0 * 3.14159;
float k = twoPi / 20.0;
float omega = twoPi / 15.0;
float y = sin( k * pos.x - omega * time );
y += noise( vec3(0.27) * vec3( 0.4 * pos.x, 3.0, 2.0 * pos.z - 0.5 * time ) );
return y;
}
void main()
{
vec3 pos = VertexCoord;
pos.y = height( pos );
gl_Position = vec4(pos, 1.0);
fragVertexEc =pos;
}
);