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blender-archive/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl
Clément Foucault da741013a1 EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D8306
2020-07-30 16:44:58 +02:00

19 lines
435 B
GLSL

#pragma BLENDER_REQUIRE(common_math_lib.glsl)
uniform sampler2D blueNoise;
uniform vec3 offsets;
out vec4 FragColor;
void main(void)
{
vec3 blue_noise = texelFetch(blueNoise, ivec2(gl_FragCoord.xy), 0).xyz;
float noise = fract(blue_noise.y + offsets.z);
FragColor.x = fract(blue_noise.x + offsets.x);
FragColor.y = fract(blue_noise.z + offsets.y);
FragColor.z = cos(noise * M_2PI);
FragColor.w = sin(noise * M_2PI);
}