mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-07 21:05:58 +01:00
shaders: Use sin-less hash for noise (#5607)
This commit is contained in:
parent
78b04c3a76
commit
82222342f1
1 changed files with 3 additions and 1 deletions
|
@ -400,7 +400,9 @@ uniform float noise;
|
|||
uniform float brightness;
|
||||
|
||||
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() {
|
||||
|
|
Loading…
Reference in a new issue