RetroArch/gfx/drivers/d3d_shaders/snowflake_sm4.hlsl.h
orbea bfc366decc Squeeze extra blank lines with cat(1).
Example:

find . -type f -iname '*.c' | while read -r i; do
  cat -s "$i" > "$i.new"
  mv "$i.new" "$i"
done
2019-01-08 11:04:58 -08:00

81 lines
1.6 KiB
C

#define SRC(...) #__VA_ARGS__
SRC(
struct UBO
{
float4x4 modelViewProj;
float2 OutputSize;
float time;
};
uniform UBO global;
float4 VSMain(float4 position : POSITION, float2 texcoord : TEXCOORD0) : SV_POSITION
{
return mul(global.modelViewProj, position);
}
static const float atime = (global.time + 1.0) / 4.0;
float rand(float2 co)
{
return frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453);
}
float rand_float(float x)
{
return rand(float2(x, 1.0));
}
float snow(float3 pos, float2 uv, float o)
{
float2 d = (pos.xy - uv);
float a = atan(d.y / d.x) + sin(atime*1.0 + o) * 10.0;
float dist = d.x*d.x + d.y*d.y;
if(dist < pos.z/400.0)
{
float col = 0.0;
if(sin(a * 8.0) < 0.0)
{
col=1.0;
}
if(dist < pos.z/800.0)
{
col+=1.0;
}
return col * pos.z;
}
return 0.0;
}
float col(float2 c)
{
float color = 0.0;
for (int i = 1; i < 15; i++)
{
float o = rand_float(float(i) / 3.0) * 15.0;
float z = rand_float(float(i) + 13.0);
float x = 1.8 - (3.6) * (rand_float(floor((global.time*((z + 1.0) / 2.0) +o) / 2.0)) + sin(global.time * o /1000.0) / 10.0);
float y = 1.0 - fmod((global.time * ((z + 1.0)/2.0)) + o, 2.0);
color += snow(float3(x,y,z), c, o);
}
return color;
}
float4 PSMain(float4 position : SV_POSITION) : SV_TARGET
{
float2 uv = position.xy / global.OutputSize.xy;
uv = uv * 2.0 - 1.0;
float2 p = uv;
p.x *= global.OutputSize.x / global.OutputSize.y;
p.y =- p.y;
float c = col(p);
return float4(c,c,c,c);
};
)