diff options
| author | yum <yum.food.vr@gmail.com> | 2024-06-25 21:50:28 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2024-06-25 21:50:28 -0700 |
| commit | 1ecc426e19462909700dd86df351050a0c7468c2 (patch) | |
| tree | 3f543f1cbdbaae114381fc655c5bc7a043938a89 | |
| parent | 312d7acc39b4dc33edd3fdc3d3d77d373b5cb198 (diff) | |
Implement proper fix to glitter flickering issue
Discussed in shader dev discord, identified floating point divide as
culprit.
| -rw-r--r-- | tooner_lighting.cginc | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/tooner_lighting.cginc b/tooner_lighting.cginc index cc5d28d..7fbe4d1 100644 --- a/tooner_lighting.cginc +++ b/tooner_lighting.cginc @@ -325,9 +325,8 @@ float get_glitter(float2 uv, float3 worldPos, float3 normal, float density, float amount, float speed, float mask, float brightness, float angle, float power) { - uint2 uv_q = (uint2) floor(uv * density); - // rand2 is noisy and shitty - float glitter = (float) rand((uv_q.x * 997) ^ (uv_q.y * 991)); + precise float idensity = rcp(density); + float glitter = rand2(floor(uv * density) * idensity); float thresh = 1 - amount / 100; glitter = lerp(0, glitter, glitter > thresh); |
