diff options
Diffstat (limited to 'shaders/prebuilt/ui.frag.glsl')
| -rw-r--r-- | shaders/prebuilt/ui.frag.glsl | 18 |
1 files changed, 4 insertions, 14 deletions
diff --git a/shaders/prebuilt/ui.frag.glsl b/shaders/prebuilt/ui.frag.glsl index cb38fff1..51ec5b8c 100644 --- a/shaders/prebuilt/ui.frag.glsl +++ b/shaders/prebuilt/ui.frag.glsl @@ -27,16 +27,6 @@ layout(location = 5) flat in vec4 v_clip; layout(location = 0) out vec4 o_col; -float cellNoise(uint serial, uint col, uint row) { - uint x = serial ^ (col * 0x9e3779b9u) ^ (row * 0x85ebca6bu); - x ^= x >> 16; - x *= 0x7feb352du; - x ^= x >> 15; - x *= 0x846ca68bu; - x ^= x >> 16; - return float(x & 0xffffu) / 65535.0; -} - void main() { if (v_clip.z >= v_clip.x && (gl_FragCoord.x < v_clip.x || gl_FragCoord.x >= v_clip.z || gl_FragCoord.y < v_clip.y || gl_FragCoord.y >= v_clip.w)) discard; @@ -51,9 +41,6 @@ void main() { : clamp(u_ui.background_opacity, 0.0, 1.0); uint effect = v_effect.x & 0x07ffffffu; float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0); - uint cellCol = v_effect.w & 0xffffu; - uint cellRow = v_effect.w >> 16; - float noise = cellNoise(v_effect.z, cellCol, cellRow); // Ink over ground, both premultiplied: v_fg*a + (v_bg*bgA)*(1-a), which is // mix() with the ground already premultiplied. At bgA = 1 that is exactly @@ -63,7 +50,10 @@ void main() { // dot every period pixels, fixed to the window, under the text. if ((v_effect.x & 0x10000000u) != 0u) { float period = u_ui.decor_dot_geom.x; - vec2 d = mod(gl_FragCoord.xy, period) - 0.5 * period; + // v_effect.z: how far its pane's text has moved the dots (G13's + // parallax), in pixels, as a float's bits (0 without). + vec2 at = gl_FragCoord.xy - vec2(0.0, uintBitsToFloat(v_effect.z)); + vec2 d = mod(at, period) - 0.5 * period; float dot_a = 1.0 - smoothstep(u_ui.decor_dot_geom.y, u_ui.decor_dot_geom.z, length(d)); ground = mix(ground, u_ui.decor_dots.rgb, u_ui.decor_dots.a * dot_a); } |
