rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions.
This commit is contained in:
parent
1ab5fa4291
commit
dac9b1b3de
2 changed files with 7 additions and 3 deletions
|
@ -1,8 +1,10 @@
|
||||||
|
#version 120
|
||||||
uniform vec2 u_resolution;
|
uniform vec2 u_resolution;
|
||||||
uniform float u_time;
|
uniform float u_time;
|
||||||
uniform sampler2D source;
|
uniform sampler2D source;
|
||||||
uniform float u_mouse;
|
uniform float u_mouse;
|
||||||
uniform float value = 0.2;
|
uniform float value = 0.2;
|
||||||
|
uniform int octaves=8;
|
||||||
|
|
||||||
float random (in vec2 st) {
|
float random (in vec2 st) {
|
||||||
return fract(sin(dot(st.xy,
|
return fract(sin(dot(st.xy,
|
||||||
|
@ -26,7 +28,7 @@ float noise(in vec2 st) {
|
||||||
(d - b) * u.x * u.y;
|
(d - b) * u.x * u.y;
|
||||||
}
|
}
|
||||||
|
|
||||||
float fbm(in vec2 st, int octaves=8) {
|
float fbm(in vec2 st) {
|
||||||
float v = 0.0;
|
float v = 0.0;
|
||||||
float a = 0.5;
|
float a = 0.5;
|
||||||
vec2 shift = vec2(100.0);
|
vec2 shift = vec2(100.0);
|
||||||
|
@ -47,7 +49,7 @@ void main() {
|
||||||
vec3 color = vec3(0.0);
|
vec3 color = vec3(0.0);
|
||||||
|
|
||||||
float speed = u_time * 10.0;
|
float speed = u_time * 10.0;
|
||||||
float value = cos(u_time) * cos(u_time);
|
float value = 0.8; // cos(u_time) * cos(u_time);
|
||||||
|
|
||||||
vec2 q = vec2(0.0);
|
vec2 q = vec2(0.0);
|
||||||
q.x = fbm(st + 0.00 * speed);
|
q.x = fbm(st + 0.00 * speed);
|
||||||
|
|
|
@ -1,8 +1,10 @@
|
||||||
|
#version 120
|
||||||
uniform vec2 u_resolution;
|
uniform vec2 u_resolution;
|
||||||
uniform float u_time;
|
uniform float u_time;
|
||||||
uniform sampler2D source;
|
uniform sampler2D source;
|
||||||
uniform float u_mouse;
|
uniform float u_mouse;
|
||||||
uniform float value = 0.2;
|
uniform float value = 0.2;
|
||||||
|
uniform int octaves=8;
|
||||||
|
|
||||||
float random (in vec2 st) {
|
float random (in vec2 st) {
|
||||||
return fract(sin(dot(st.xy,
|
return fract(sin(dot(st.xy,
|
||||||
|
@ -26,7 +28,7 @@ float noise(in vec2 st) {
|
||||||
(d - b) * u.x * u.y;
|
(d - b) * u.x * u.y;
|
||||||
}
|
}
|
||||||
|
|
||||||
float fbm(in vec2 st, int octaves=8) {
|
float fbm(in vec2 st) {
|
||||||
float v = 0.0;
|
float v = 0.0;
|
||||||
float a = 0.5;
|
float a = 0.5;
|
||||||
vec2 shift = vec2(100.0);
|
vec2 shift = vec2(100.0);
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue