gsk: Change noise function to be more random

Use the first result from shadertoy which has a noise function by
David Hoskins that produces noise that looks less periodic than the
previous noise function.
This commit is contained in:
Benjamin Otte
2022-05-28 05:13:47 +02:00
parent c39a551fee
commit 25bebb6e73

View File

@@ -118,11 +118,12 @@ vec2 gsk_get_frag_coord() {
return fc;
}
// from "NEXT GENERATION POST PROCESSING IN CALL OF DUTY: ADVANCED WARFARE"
// http://advances.realtimerendering.com/s2014/index.html
float gsk_interleaved_gradient_noise(vec2 uv) {
const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
return fract(magic.z * fract(dot(uv, magic.xy)));
// hash12() from https://www.shadertoy.com/view/4djSRW
float gsk_interleaved_gradient_noise (vec2 p)
{
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
vec4 gskDither(vec4 color) {