diff --git a/fragment.glsl b/fragment.glsl index 652722e..c6cbb79 100644 --- a/fragment.glsl +++ b/fragment.glsl @@ -23,14 +23,6 @@ uint xxhash32(uvec2 p) { return h32^(h32 >> 16); } -//const uint k = 1103515245U; -// -//vec3 hash33( uvec3 x ) { -// x = ((x >> 8U) ^ x.yzx) * k; -// x = ((x >> 8U) ^ x.yzx) * k; -// x = ((x >> 8U) ^ x.yzx) * k; -// return vec3(x) * (1.0 / float(0xffffffffU)); -//} float rand(vec2 v, vec2 offset) { uint hash = xxhash32(uvec2(v * 10000.0 + offset * 10000.0)); @@ -58,9 +50,12 @@ float fade(float t) { void main() { - // We'll make origin in the top-left. vec2 uv = gl_FragCoord.xy / WindowSize; + // We'll make origin in the top-left. uv.y = 1.0 - uv.y; + float frac = WindowSize.x / WindowSize.y; + uv.x *= frac; + vec2 grid_edge_offset = mod(uv, cell_size); // c: corner vec2 c_tl = uv - grid_edge_offset;