fixed shader function formatting

This commit is contained in:
Emile Clark-Boman 2025-08-02 00:19:08 +10:00
parent 6165da9875
commit f11ab29328

View file

@ -27,7 +27,7 @@ precision highp float;
// ===================================================================
// Library Functions
//
inline float rand(vec2 co){
inline float rand(vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
@ -296,8 +296,7 @@ float vt220Font(vec2 p, float c) {
// smokeNoise(...) is for the main noise generation algorithm (very tunable)
// https://www.shadertoy.com/view/MsdGWn
//
float textLines(vec2 uvG)
{
float textLines(vec2 uvG) {
float wt = 5. * (iTime + 0.5*sin(iTime*1.4) + 0.2*sin(iTime*2.9)); // wobbly time
vec2 uvGt = uvG + vec2(0., floor(wt));
float ll = rand(vec2(uvGt.y, - 1.)) * ROWCOLS.x; // line length
@ -354,8 +353,7 @@ inline float bloom(vec2 uv2) {
* smoothstep(0., -SMOOTH*20., stdRS(uvC, -0.02)) * 0.5;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = vec2(fragCoord.x, iResolution.y - fragCoord.y);
vec2 uvT = ROWCOLS * FONT_SIZE * uv / iResolution.xy;
vec2 uvG = floor(ROWCOLS * uv / iResolution.xy);