Some shader optimization

This commit is contained in:
2025-12-01 14:34:16 +03:00
parent 085465e2ef
commit 6da53693a1
+26 -29
View File
@@ -5,38 +5,35 @@ uniform float scale = 20.0;
uniform float intensity = 1;
float rand(vec2 coord) {
return fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453);
return fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453);
}
float cellular(vec2 coord) {
vec2 i = floor(coord);
vec2 f = fract(coord);
float min_dist = 1.0;
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 neighbor = vec2(float(x), float(y));
vec2 point = vec2(rand(i + neighbor), rand(i + neighbor + vec2(1000.0)));
point = 0.5 * sin(TIME * speed + 6.2831 * point);
vec2 diff = neighbor + point - f;
float dist = length(diff);
min_dist = min(min_dist, dist);
}
}
return min_dist;
vec2 i = floor(coord);
vec2 f = fract(coord);
float min_dist = 1.0;
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 neighbor = vec2(float(x), float(y));
vec2 point = vec2(rand(i + neighbor), rand(i + neighbor + vec2(1000.0)));
point = 0.5 * sin(TIME * speed + 6.2831 * point);
vec2 diff = neighbor + point - f;
float dist = length(diff);
min_dist = min(min_dist, dist);
}
}
return min_dist;
}
void fragment() {
vec2 coord = UV * scale;
float pattern = cellular(coord);
float alpha = COLOR.a;
if (pattern > intensity) {
alpha = 0.0;
}
COLOR = vec4(COLOR.rgb, alpha);
}
if (COLOR.a != 0.0) {
vec2 coord = UV * scale;
float pattern = cellular(coord);
COLOR = vec4(COLOR.rgb, (pattern > intensity) ? 0.0 : 1.0);
}
}