4 attribute vec3 VertexCoord;
6 float iqhash(
float n )
8 return fract(
sin(
n)*43758.5453);
16 float n =
p.x +
p.y*57.0 + 113.0*
p.z;
18 return mix(mix(mix( iqhash(
n+0.0 ), iqhash(
n+1.0 ),
f.x),
19 mix( iqhash(
n+57.0 ), iqhash(
n+58.0 ),
f.x),
f.y),
20 mix(mix( iqhash(
n+113.0), iqhash(
n+114.0),
f.x),
21 mix( iqhash(
n+170.0), iqhash(
n+171.0),
f.x),
f.y),
f.z);
26 vec3
v = vec3(VertexCoord.x, 0.0, VertexCoord.y);
30 v.y = -
cos((
v.x+
v.z/3.0+
time)*2.0)/10.0 - noise(
v2.xyz)/4.0;
GLfloat f
Definition: glext.h:8207
static const char * stock_vertex_xmb_ribbon_simple_legacy
Definition: legacy_pipeline_xmb_ribbon_simple.glsl.vert.h:3
#define floor(x)
Definition: math.h:25
#define GLSL(src)
Definition: shaders_common.h:10
GLfloat GLfloat GLfloat v2
Definition: glext.h:6703
time_t time(time_t *timer)
GLint GLint GLint GLint GLint x
Definition: glext.h:6295
GLfloat GLfloat p
Definition: glext.h:9809
#define sin(x)
Definition: math.h:23
int main(int argc, char *argv[])
Definition: send-presence.c:197
const GLdouble * v
Definition: glext.h:6391
#define cos(x)
Definition: math.h:21
#define gl_Position
Definition: internal_interface.hpp:385
GLdouble n
Definition: glext.h:8396