@@ -34,10 +34,6 @@ const float PI_ROTATE_LEFT = PI * -0.0078125;
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const float ONE_THIRD = 1 ./3 .;
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const vec2 TURBULENCE_SCALE = vec2 (0.8 );
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- float saturate(float x) {
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- return clamp (x, 0.0 , 1.0 );
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- }
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-
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float triangle_noise(highp vec2 n) {
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n = fract (n * vec2 (5.3987 , 5.4421 ));
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n += dot (n.yx, n.xy + vec2 (21.5351 , 14.3137 ));
@@ -62,7 +58,7 @@ float soft_circle(vec2 uv, vec2 xy, float radius, float blur) {
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float soft_ring(vec2 uv, vec2 xy, float radius, float thickness, float blur) {
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float circle_outer = soft_circle(uv, xy, radius + thickness, blur);
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float circle_inner = soft_circle(uv, xy, max (radius - thickness, 0.0 ), blur);
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- return saturate (circle_outer - circle_inner);
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+ return clamp (circle_outer - circle_inner, 0.0 , 1.0 );
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}
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float circle_grid(vec2 resolution, vec2 p, vec2 xy, vec2 rotation, float cell_diameter) {
@@ -79,7 +75,7 @@ float sparkle(vec2 uv, float t) {
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s += threshold(n + sin (PI * (t + 0.35 )), 0.1 , 0.15 );
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s += threshold(n + sin (PI * (t + 0.7 )), 0.2 , 0.25 );
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s += threshold(n + sin (PI * (t + 1.05 )), 0.3 , 0.35 );
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- return saturate(s ) * 0.55 ;
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+ return clamp (s, 0.0 , 1.0 ) * 0.55 ;
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}
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float turbulence(vec2 uv) {
@@ -88,7 +84,7 @@ float turbulence(vec2 uv) {
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float g2 = circle_grid(TURBULENCE_SCALE, uv_scale, u_circle2, u_rotation2, 0.2 );
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float g3 = circle_grid(TURBULENCE_SCALE, uv_scale, u_circle3, u_rotation3, 0.275 );
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float v = (g1 * g1 + g2 - g3) * 0.5 ;
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- return saturate (0.45 + 0.8 * v);
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+ return clamp (0.45 + 0.8 * v, 0.0 , 1.0 );
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}
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void main() {
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