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optimize now and noise filters
1 parent 5e43bda commit f8a615f

3 files changed

Lines changed: 15 additions & 11 deletions

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Lines changed: 9 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1,14 +1,18 @@
1-
precision highp float;
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precision mediump float;
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uniform sampler2D uSampler;
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uniform float uTime;
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uniform float uStrength;
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varying vec2 vTextureCoord;
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float hash(highp vec2 p) {
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p = fract(p * 0.3183099) * 50.0;
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return fract(p.x * p.y * (p.x + p.y));
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}
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void main() {
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vec4 color = texture2D(uSampler, vTextureCoord);
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float x = (vTextureCoord.x + 4.0) * (vTextureCoord.y + 4.0) * (uTime * 10.0);
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vec4 grain = vec4(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005) * uStrength;
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gl_FragColor = color + grain;
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vec2 seed = vTextureCoord * 100.0 + uTime;
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float r = hash(seed) * 0.01 - 0.005;
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gl_FragColor = texture2D(uSampler, vTextureCoord) + vec4(r) * uStrength;
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}

encoder/src/main/res/raw/simple_fragment.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
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precision highp float;
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precision mediump float;
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uniform sampler2D uSampler;
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varying vec2 vTextureCoord;

encoder/src/main/res/raw/snow_fragment.glsl

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
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precision highp float;
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precision mediump float;
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uniform sampler2D uSampler;
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uniform float uTime;
@@ -18,10 +18,10 @@ void main() {
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for (float i = 0.0; i < uLayers; i++) {
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vec2 q = vTextureCoord * (1.0 + i * uDepth);
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q += vec2(q.y * (uWidth * mod(i * 7.238917, 1.0) - uWidth * 0.5), uSpeed * uTime / (1.0 + i * uDepth * 0.03));
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vec3 n = vec3(floor(q), 31.189 + i);
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vec3 m = floor(n) * 0.00001 + fract(n);
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vec3 mp = (31415.9 + m ) / fract(p * m);
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vec3 r = fract(mp);
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highp vec3 n = vec3(floor(q), 31.189 + i);
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highp vec3 m = floor(n) * 0.00001 + fract(n);
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highp vec3 mp = (31415.9 + m ) / fract(p * m);
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highp vec3 r = fract(mp);
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vec2 s = abs(mod(q, 1.0) - 0.5 + 0.9 * r.xy - 0.45);
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s += 0.01 * abs(2.0 * fract(10.0 * q.yx) - 1.0);
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float d = .6 * max(s.x - s.y, s.x + s.y) + max(s.x, s.y) - 0.01;

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