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Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,6 @@
#if __VERSION__ >= 130
precision highp sampler2DArray;
#endif
precision highp sampler2DArray;
precision highp sampler2DShadow;
precision highp samplerCube;
precision highp sampler3D;
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Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@

float noise(vec2 n) {
const vec2 d = vec2(0.0, 1.0);
vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
}

Expand Down Expand Up @@ -90,8 +90,8 @@

//used to reference the same float generated by noise for all shaders, so afflictionness appears to spread and splat naturally
float getStaticNoiseVar0(vec3 wPos, float afflictionVar){
float noiseVar0 = Noise3D(wPos, 28);
float noiseVar1 = Noise3D(wPos, 3);
float noiseVar0 = Noise3D(wPos, 28.0);
float noiseVar1 = Noise3D(wPos, 3.0);
float noiseVar2 = Noise3D(wPos, 0.8);

float noiseVar = ((noiseVar0 + noiseVar1) * 0.4) + (noiseVar2 * 0.2 * afflictionVar);
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