fix segfault.glsl bad use of kw inline

This commit is contained in:
do butterflies cry? 2026-01-31 11:14:40 +10:00
parent 32e547d724
commit c4569168c7

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@ -26,20 +26,20 @@ const float noiseTimeScale = 0.1;
// =================================================================== // ===================================================================
// Library Functions // Library Functions
// //
inline float rand(vec2 co) { float rand(vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
} }
inline float quantise(float val, float n) { float quantise(float val, float n) {
return clamp(floor(val * n), 0.0, n) / n; return clamp(floor(val * n), 0.0, n) / n;
} }
inline float roundSquare(vec2 p, vec2 b, float r) { float roundSquare(vec2 p, vec2 b, float r) {
return length(max(abs(p)-b,0.0))-r; return length(max(abs(p)-b,0.0))-r;
} }
// standard roundSquare // standard roundSquare
inline float stdRS(vec2 uv, float r) { float stdRS(vec2 uv, float r) {
return roundSquare(uv - 0.5, vec2(WIDTH, HEIGHT) + r, 0.05); return roundSquare(uv - 0.5, vec2(WIDTH, HEIGHT) + r, 0.05);
} }
@ -53,19 +53,19 @@ inline float stdRS(vec2 uv, float r) {
// Distributed under the MIT License. See LICENSE file. // Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise // https://github.com/ashima/webgl-noise
// //
inline vec3 mod289(vec3 x) { vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0; return x - floor(x * (1.0 / 289.0)) * 289.0;
} }
inline vec4 mod289(vec4 x) { vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0; return x - floor(x * (1.0 / 289.0)) * 289.0;
} }
inline vec4 permute(vec4 x) { vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x); return mod289(((x*34.0)+1.0)*x);
} }
inline vec4 taylorInvSqrt(vec4 r) { vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r; return 1.79284291400159 - 0.85373472095314 * r;
} }
@ -314,7 +314,7 @@ float textLines(vec2 uvG) {
return rand(uvGt)*15. + 2.; return rand(uvGt)*15. + 2.;
} }
inline float fbm3(vec3 v) { float fbm3(vec3 v) {
float result = simplex(v); float result = simplex(v);
result += simplex(v * 2.) / 2.; result += simplex(v * 2.) / 2.;
result += simplex(v * 4.) / 4.; result += simplex(v * 4.) / 4.;
@ -322,7 +322,7 @@ inline float fbm3(vec3 v) {
return result; return result;
} }
inline float fbm5(vec3 v) { float fbm5(vec3 v) {
float result = simplex(v); float result = simplex(v);
result += simplex(v * 2.) / 2.; result += simplex(v * 2.) / 2.;
result += simplex(v * 4.) / 4.; result += simplex(v * 4.) / 4.;
@ -344,7 +344,7 @@ float smokeNoise(vec3 v) {
// =================================================================== // ===================================================================
// Graphical Styling / Effects // Graphical Styling / Effects
// //
inline float bloom(vec2 uv2) { float bloom(vec2 uv2) {
// TODO // TODO
c += (textureLod(iChannel0, uvC, 3.) + c += (textureLod(iChannel0, uvC, 3.) +
textureLod(iChannel0, uvC, 4.) + textureLod(iChannel0, uvC, 4.) +