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pipeline_snow_simple.glsl.frag.h
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1 #include "shaders_common.h"
2 
3 static const char *stock_fragment_xmb_simple_snow = GLSL(
4  uniform float time;
5  uniform vec2 OutputSize;
6 
7  float baseScale = 1.25; /* [1.0 .. 10.0] */
8  float density = 0.5; /* [0.01 .. 1.0] */
9  float speed = 0.15; /* [0.1 .. 1.0] */
10 
11  float rand(vec2 co)
12  {
13  return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
14  }
15 
16  float dist_func(vec2 distv)
17  {
18  float dist = sqrt((distv.x * distv.x) + (distv.y * distv.y)) * (40.0 / baseScale);
19  dist = clamp(dist, 0.0, 1.0);
20  return cos(dist * (3.14159265358 * 0.5)) * 0.5;
21  }
22 
23  float random_dots(vec2 co)
24  {
25  float part = 1.0 / 20.0;
26  vec2 cd = floor(co / part);
27  float p = rand(cd);
28 
29  if (p > 0.005 * (density * 40.0))
30  return 0.0;
31 
32  vec2 dpos = (vec2(fract(p * 2.0) , p) + vec2(2.0, 2.0)) * 0.25;
33 
34  vec2 cellpos = fract(co / part);
35  vec2 distv = (cellpos - dpos);
36 
37  return dist_func(distv);
38  }
39 
40  float snow(vec2 pos, float time, float scale)
41  {
42  /* add wobble */
43  pos.x += cos(pos.y * 1.2 + time * 3.14159 * 2.0 + 1.0 / scale) / (8.0 / scale) * 4.0;
44  /* add gravity */
45  pos += time * scale * vec2(-0.5, 1.0) * 4.0;
46  return random_dots(pos / scale) * (scale * 0.5 + 0.5);
47  }
48 
49  void main(void)
50  {
51  float tim = time * 0.4 * speed;
52  vec2 pos = gl_FragCoord.xy / OutputSize.xx;
53  float a = 0.0;
59  a += snow(pos, tim, 1.0);
60  a += snow(pos, tim, 0.7);
61  a += snow(pos, tim, 0.6);
62  a += snow(pos, tim, 0.5);
63  a += snow(pos, tim, 0.4);
64  a += snow(pos, tim, 0.3);
65  a += snow(pos, tim, 0.25);
66  a += snow(pos, tim, 0.125);
67  a = a * min(pos.y * 4.0, 1.0);
68  gl_FragColor = vec4(1.0, 1.0, 1.0, a);
69  }
70 
71 );
GLenum GLenum GLenum GLenum GLenum scale
Definition: glext.h:9939
#define floor(x)
Definition: math.h:25
static const char * stock_fragment_xmb_simple_snow
Definition: pipeline_snow_simple.glsl.frag.h:3
#define sqrt(x)
Definition: math.h:26
#define GLSL(src)
Definition: shaders_common.h:10
#define gl_FragCoord
Definition: internal_interface.hpp:357
std::shared_ptr< Ope > dot()
Definition: peglib.h:1603
time_t time(time_t *timer)
GLenum clamp
Definition: glext.h:6856
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
#define cos(x)
Definition: math.h:21
def cd(new_dir)
Definition: build.py:40
GLboolean GLboolean GLboolean GLboolean a
Definition: glext.h:6844