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re-implement fma
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Xtarsia committed Oct 23, 2024
1 parent 12c6617 commit 77ebc2f
Showing 1 changed file with 5 additions and 5 deletions.
10 changes: 5 additions & 5 deletions src/shaders/main.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -172,15 +172,15 @@ vec3 unpack_normal(vec4 rgba) {
}

vec3 pack_normal(vec3 n) {
return (n.xzy + 1.0) * 0.5;
return fma(n.xzy, vec3(0.5), vec3(0.5));
}

float random(in vec2 xy) {
return fract(sin(dot(xy, vec2(12.9898, 78.233))) * 43758.5453);
}

vec2 rotate(vec2 v, float cosa, float sina) {
return vec2(cosa * v.x - sina * v.y, sina * v.x + cosa * v.y);
return vec2(fma(cosa, v.x, - sina * v.y), fma(sina, v.x, cosa * v.y));
}

// Moves a point around a pivot point.
Expand All @@ -195,7 +195,7 @@ vec4 height_blend(vec4 a_value, float a_height, vec4 b_value, float b_height, fl
float ma = max(a_height + (1.0 - blend), b_height + blend) - (1.001 - blend_sharpness);
float b1 = max(a_height + (1.0 - blend) - ma, 0.0);
float b2 = max(b_height + blend - ma, 0.0);
return (a_value * b1 + b_value * b2) / (b1 + b2);
return fma(a_value, vec4(b1), b_value * b2) / (b1 + b2);
} else {
float contrast = 1.0 - blend_sharpness;
float factor = (blend - contrast) / contrast;
Expand All @@ -206,7 +206,7 @@ vec4 height_blend(vec4 a_value, float a_height, vec4 b_value, float b_height, fl
vec2 detiling(vec2 uv, vec2 uv_center, int mat_id, inout float normal_rotation){
if (_texture_detile_array[mat_id] >= 0.001){
uv_center = floor(uv_center) + 0.5;
float detile = (random(uv_center) - 0.5) * 2.0 * TAU * _texture_detile_array[mat_id]; // -180deg to 180deg
float detile = fma(random(uv_center), 2.0, -1.0) * TAU * _texture_detile_array[mat_id]; // -180deg to 180deg
uv = rotate_around(uv, uv_center, detile);
// Accumulate total rotation for normal rotation
normal_rotation += detile;
Expand All @@ -216,7 +216,7 @@ vec2 detiling(vec2 uv, vec2 uv_center, int mat_id, inout float normal_rotation){

vec2 rotate_normal(vec2 normal, float angle) {
float new_x = dot(vec2(cos(angle), sin(angle)), normal);
angle += PI * 0.5;
angle = fma(PI, 0.5, angle);
float new_y = dot(vec2(cos(angle), sin(angle)), normal);
return vec2(new_x, new_y);
}
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