diff --git a/shaders/world-1/composite2.fsh b/shaders/world-1/composite2.fsh index c4cb732..0d8fa72 100644 --- a/shaders/world-1/composite2.fsh +++ b/shaders/world-1/composite2.fsh @@ -101,13 +101,20 @@ float triangularize(float dither) dither = center*inversesqrt(abs(center)); return clamp(dither-fsign(center),0.0,1.0); } -float interleaved_gradientNoise(float temp){ - return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+temp); -} +// float interleaved_gradientNoise(float temp){ +// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+temp); +// } +// float interleaved_gradientNoise(){ +// vec2 coord = gl_FragCoord.xy; +// float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)); +// return noise; +// } float interleaved_gradientNoise(){ - vec2 coord = gl_FragCoord.xy; - float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)); - return noise; + vec2 coord = gl_FragCoord.xy + (frameCounter%40000); + // vec2 coord = gl_FragCoord.xy + frameTimeCounter; + // vec2 coord = gl_FragCoord.xy; + float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) ); + return noise ; } vec3 fp10Dither(vec3 color,float dither){ const vec3 mantissaBits = vec3(6.,6.,5.); diff --git a/shaders/world1/composite.fsh b/shaders/world1/composite.fsh index fd2c51f..22095ce 100644 --- a/shaders/world1/composite.fsh +++ b/shaders/world1/composite.fsh @@ -102,13 +102,20 @@ float triangularize(float dither) dither = center*inversesqrt(abs(center)); return clamp(dither-fsign(center),0.0,1.0); } -float interleaved_gradientNoise(float temp){ - return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+temp); -} +// float interleaved_gradientNoise(float temp){ +// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+temp); +// } +// float interleaved_gradientNoise(){ +// vec2 coord = gl_FragCoord.xy; +// float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)); +// return noise; +// } float interleaved_gradientNoise(){ - vec2 coord = gl_FragCoord.xy; - float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)); - return noise; + vec2 coord = gl_FragCoord.xy + (frameCounter%40000); + // vec2 coord = gl_FragCoord.xy + frameTimeCounter; + // vec2 coord = gl_FragCoord.xy; + float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) ); + return noise ; } vec3 fp10Dither(vec3 color,float dither){ const vec3 mantissaBits = vec3(6.,6.,5.);