02b7ec05d5
Use M_PI (and friends), where possible, in favor of hand-coded approximations of various (in)accuracies. Where that's not available (e.g. fragment shaders), use the same value that qmath.h uses for M_PI, for consistency. Replaced math.h with qmath.h in places that defined a fall-back in case math.h omits it (it's not in the C++ standard, although M_PI is in POSIX); or removed this entirely where it wasn't used. Reworked some code to reduce the amount of arithmetic needed, in the process; e.g. pulling common factors out of loops. Revised an example's doc to not waste time talking about using a six-sig-fig value for pi (which we no longer do) - it really wasn't relevant, or anything to be proud of; nor did the doc mention its later use. Task-number: QTBUG-58083 Change-Id: I5a31e3a2b6a823b97a43209bed61a37b9aa6c05f Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
31 lines
823 B
GLSL
31 lines
823 B
GLSL
#define M_PI 3.14159265358979323846
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#define SPEED 10000.0
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uniform int currentTime;
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uniform highp vec2 windowSize;
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highp float noise(highp vec2 co)
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{
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return 0.5 * fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
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}
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highp float curvSpeed()
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{
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return (mod(float(currentTime), SPEED) / SPEED) * (2.0 * M_PI);
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}
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highp float curv(int curvCount)
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{
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highp float curv_y = 0.1 *(cos((gl_FragCoord.x / windowSize.x) * (float(curvCount * 2) * M_PI) - curvSpeed())) + 0.5;
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highp float frag_y = gl_FragCoord.y / windowSize.y;
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return 1.0 - abs(curv_y - frag_y);
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}
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void main()
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{
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highp float coordNoise = noise(gl_FragCoord.xy);
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highp float proximity = smoothstep(0.85, 1.0, (curv(6) + 1.0) * (coordNoise ));
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highp vec3 color = vec3(coordNoise) * proximity;
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gl_FragColor = vec4(color, 1.0);
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}
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