9 uniform vec2 OutputSize;
16 return fract(
sin(
dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
19 float rand_float(
float x)
21 return rand(vec2(
x, 1.0));
24 float snow(vec3 pos, vec2 uv,
float o)
26 vec2 d = (pos.xy - uv);
27 float a = atan(d.y,d.x) +
sin(
time*1.0 + o) * 10.0;
29 float dist = d.x*d.x + d.y*d.y;
31 if(dist < pos.z/400.0)
34 if(
sin(
a * 8.0) < 0.0)
38 if(dist < pos.z/800.0)
51 for (
int i = 1; i < 15; i++)
53 float o = rand_float(
float(i) / 3.0) * 15.0;
54 float z = rand_float(
float(i) + 13.0);
55 float x = 1.8 - (3.6) * (rand_float(
floor((
time*((
z + 1.0) / 2.0) +o) / 2.0)) +
sin(
time * o /1000.0) / 10.0);
56 float y = 1.0 - mod((
time * ((
z + 1.0)/2.0)) + o, 2.0);
69 p.x *= OutputSize.x / OutputSize.y;
71 atime = (
time + 1.0) / 4.0;
73 gl_FragColor = vec4(
col(
p));
#define floor(x)
Definition: math.h:25
GLdouble GLdouble z
Definition: glext.h:6514
#define GLSL(src)
Definition: shaders_common.h:10
const GLubyte * c
Definition: glext.h:9812
#define gl_FragCoord
Definition: internal_interface.hpp:357
static const char * stock_fragment_xmb_snowflake
Definition: pipeline_snowflake.glsl.frag.h:7
std::shared_ptr< Ope > dot()
Definition: peglib.h:1603
GLint GLint GLint GLint GLint GLint y
Definition: glext.h:6295
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
u32 col
Definition: gx_regdef.h:5093
GLuint color
Definition: glext.h:6883
GLboolean GLboolean GLboolean GLboolean a
Definition: glext.h:6844