diff --git a/fragment.glsl b/fragment.glsl index 05ce917..9e4b0b9 100644 --- a/fragment.glsl +++ b/fragment.glsl @@ -32,8 +32,8 @@ uint xxhash32(uvec2 p) { // return vec3(x) * (1.0 / float(0xffffffffU)); //} -float rand(vec2 v, float seed) { - uint hash = xxhash32(uvec2(v * 10000.0 + seed * 10000.0)); +float rand(vec2 v, vec2 offset) { + uint hash = xxhash32(uvec2(v * 10000.0 + offset * 10000.0)); return float(hash) * (1.0/float(0xffffffffu)); } @@ -43,7 +43,7 @@ float cell_size = 0.01; // whatever that corner contributes float c_dot(vec2 point, vec2 corner) { vec2 c = vec2(ivec2(round(corner * 100.0))); - float angle = rand(c, 0.0) * 2.0*PI; + float angle = rand(c, vec2(0.0, 0.0)) * 2.0*PI; vec2 random_corner_vec = vec2(cos(angle), sin(angle)); vec2 offset = (point - corner) / cell_size; float dot_product = dot(random_corner_vec, offset); @@ -82,11 +82,6 @@ void main() { //float v = tile_uv.y; float val = lerp(lerp(c_tl_dot, c_bl_dot, v), lerp(c_tr_dot, c_br_dot, v), u); float out_val = val /2.0 + 0.5; - //uvec3 p = uvec3(uint(round(uv.x * 500.0)), uint(round(uv.y * 500.0)), 1); - //color = vec4( hash33(p), 1.0 ); - //float lel = noise(vec3(uv * 10.0, 1.0)); - //float lel = gold_noise(uv, time * 100.0); - //float lel = random( uv.x * 100.0 ); - float lel = rand(uv, 0.0); - color = vec4(lel, lel, lel, 1.0); + //float out_val = rand(uv , vec2(1.0, 1.0)); + color = vec4(out_val, out_val, out_val, 1.0); }