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Merge pull request #2 from LionZXY/patch-1
Change shader version from 130 to 120 to be compatible with MacOS
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1 file changed
+9
-6
@@ -1,4 +1,4 @@
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#version 130
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#version 120
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#define M_PI 3.1415926535897932384626433832795
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@@ -21,6 +21,10 @@ uniform mat2 cosmicuvs[cosmiccount];
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varying vec3 position;
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float rand2d(vec2 x) {
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return fract(sin(mod(dot(x, vec2(12.9898, 78.233)), 3.14)) * 43758.5453);
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}
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mat4 rotationMatrix(vec3 axis, float angle)
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{
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@@ -73,9 +77,9 @@ void main (void)
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// get semi-random stuff
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int j = i + 7;
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float rand1 = (j * j * 4321 + j * 8) * 2.0F;
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float rand1 = (j * j * 4321 + j * 8) * 2.0;
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int k = j + 1;
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float rand2 = (k * k * k * 239 + k * 37) * 3.6F;
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float rand2 = (k * k * k * 239 + k * 37) * 3.6;
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float rand3 = rand1 * 347.4 + rand2 * 63.4;
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// random rotation matrix by random rotation around random axis
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@@ -101,8 +105,7 @@ void main (void)
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int tv = int(mod(floor(v*uvtiles),uvtiles));
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// get pseudorandom variants
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int position = ((1777541 * tu) + (7649689 * tv) + (3612703 * (i+31)) + 1723609 ) ^ 50943779;
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int symbol = int(mod(position, cosmicoutof));
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int symbol = int(rand2d(vec2(tu, tv + i * 10.0)) * cosmicoutof);
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int rotation = int(mod(pow(tu,float(tv)) + tu + 3 + tv*i, 8));
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bool flip = false;
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if (rotation >= 4) {
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@@ -175,4 +178,4 @@ void main (void)
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col = clamp(col,0.0,1.0);
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gl_FragColor = col;
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}
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}
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