2 #define SRC(...) #__VA_ARGS__ 7 float4x4 modelViewProj;
15 return frac(
sin(
n) * 43758.5453);
22 f =
f *
f * (3.0 - 2.0 *
f);
23 float n =
p.x +
p.y * 57.0 + 113.0 *
p.z;
24 return lerp(lerp(lerp(iqhash(
n), iqhash(
n + 1.0),
f.x),
25 lerp(iqhash(
n + 57.0), iqhash(
n + 58.0),
f.x),
f.y),
26 lerp(lerp(iqhash(
n + 113.0), iqhash(
n + 114.0),
f.x),
27 lerp(iqhash(
n + 170.0), iqhash(
n + 171.0),
f.x),
f.y),
f.z);
30 float xmb_noise2(float3
x)
35 float4 VSMain(float2 position : POSITION) : SV_POSITION
37 float3
v = float3(position.x, 0.0, position.y);
41 v.y =
cos((
v.x +
v.z / 3.0 +
global.time) * 2.0) / 10.0 + noise(
v2.xyz) / 4.0;
44 return float4(
v.xy, 0.0, 1.0);
47 float4 PSMain() : SV_TARGET
49 return float4(0.05, 0.05, 0.05, 1.0);
GLfloat f
Definition: glext.h:8207
#define floor(x)
Definition: math.h:25
GLfloat GLfloat GLfloat v2
Definition: glext.h:6703
time_t time(time_t *timer)
GLint GLint GLint GLint GLint x
Definition: glext.h:6295
GLfloat GLfloat p
Definition: glext.h:9809
#define SRC(...)
Definition: ribbon_simple_sm4.hlsl.h:2
#define sin(x)
Definition: math.h:23
const GLdouble * v
Definition: glext.h:6391
#define cos(x)
Definition: math.h:21
Definition: retroarch.h:240
GLdouble n
Definition: glext.h:8396