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luanti/client/shaders/coarse_noise_shader/opengl_fragment.glsl

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2024-07-05 12:15:22 +02:00
uniform float cloudDensity;
// Pseudorandom number generator
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
// More random pseudorandom number generator;
float noise(vec2 p){
vec2 p2 = p + vec2(rand(p), rand(p.yx));
return rand(p2);
}
void main(void)
{
gl_FragColor = vec4(vec3(step(noise(floor(gl_FragCoord.xy * 0.25)), cloudDensity)), 1.);
}