RetroArch/gfx/drivers/gx2_shaders/snowflake.frag

76 lines
1.3 KiB
GLSL

#version 150
uniform UBO
{
mat4 MVP;
vec2 OutputSize;
float time;
} global;
layout(location = 0) out vec4 FragColor;
vec2 uv;
float atime;
float rand(vec2 co)
{
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
}
float rand_float(float x)
{
return rand(vec2(x, 1.0));
}
float snow(vec3 pos, vec2 uv, float o)
{
vec2 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(vec2 c)
{
float color = 0.0;
for (int i = 1; i < 3; 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 - mod((global.time * ((z + 1.0)/2.0)) + o, 2.0);
color += snow(vec3(x,y,z), c, o);
}
return color;
}
void main(void)
{
uv = gl_FragCoord.xy / global.OutputSize.xy;
uv = uv * 2.0 - 1.0;
vec2 p = uv;
p.x *= global.OutputSize.x / global.OutputSize.y;
atime = (global.time + 1.0) / 4.0;
FragColor = vec4(col(p));
}