shaders: Use sin-less hash for noise (#5607)

This commit is contained in:
Epikastema 2024-04-17 18:01:50 +00:00 committed by GitHub
parent 78b04c3a76
commit 82222342f1
No known key found for this signature in database
GPG key ID: B5690EEEBB952194

View file

@ -400,7 +400,9 @@ uniform float noise;
uniform float brightness; uniform float brightness;
float hash(vec2 p) { float hash(vec2 p) {
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); vec3 p3 = fract(vec3(p.xyx) * 1689.1984);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
} }
void main() { void main() {