demos: make alienplanet demo work on macOS OpenGL

On the macOS OpenGL implementation, the use of noise2 as a
function within the glsl shader collides with the builtin noise2 of a
different signature.

This changes the name to something similar (noize2) so that we
do not risk colliding names when linking.

With this commit, the shadertoy alienplanet demo works on mac
OpenGL (albeit still with the Cairo renderer).
This commit is contained in:
Christian Hergert 2020-12-03 10:20:11 -08:00
parent 0daa905a27
commit 8e62ff50fe

View File

@ -67,7 +67,7 @@ vec2 raySphere(vec3 ro, vec3 rd, vec4 sphere) {
return vec2(t0, t1);
}
float noise1(vec2 p) {
float noize1(vec2 p) {
vec2 n = mod2(p, vec2(cellWidth));
vec2 hh = hash(sqrt(2.0)*(n+1000.0));
hh.x *= hh.y;
@ -81,7 +81,7 @@ float noise1(vec2 p) {
return h*0.25;
}
float noise2(vec2 p) {
float noize2(vec2 p) {
vec2 n = mod2(p, vec2(cellWidth));
vec2 hh = hash(sqrt(2.0)*(n+1000.0));
hh.x *= hh.y;
@ -114,7 +114,7 @@ float height(vec2 p, float dd, int mx) {
int i = 0;
for (; i < 4;++i) {
float nn = a*noise2(p);
float nn = a*noize2(p);
s += nn;
d += abs(a);
p += o;
@ -130,7 +130,7 @@ float height(vec2 p, float dd, int mx) {
mx = int(mix(float(4), float(mx), step(rdd, far)));
for (; i < mx; ++i) {
float nn = a*noise1(p);
float nn = a*noize1(p);
s += nn;
d += abs(a);
p += o;