// Fuzz effect as rendered by the software renderer #define FUZZTABLE 50 #define FUZZ_RANDOM_X_SIZE 100 #define FRACBITS 16 #define fixed_t int int fuzz_random_x_offset[FUZZ_RANDOM_X_SIZE] = int[] ( 75, 76, 21, 91, 56, 33, 62, 99, 61, 79, 95, 54, 41, 18, 69, 43, 49, 59, 10, 84, 94, 17, 57, 46, 9, 39, 55, 34,100, 81, 73, 88, 92, 3, 63, 36, 7, 28, 13, 80, 16, 96, 78, 29, 71, 58, 89, 24, 1, 35, 52, 82, 4, 14, 22, 53, 38, 66, 12, 72, 90, 44, 77, 83, 6, 27, 48, 30, 42, 32, 65, 15, 97, 20, 67, 74, 98, 85, 60, 68, 19, 26, 8, 87, 86, 64, 11, 37, 31, 47, 25, 5, 50, 51, 23, 2, 93, 70, 40, 45 ); int fuzzoffset[FUZZTABLE] = int[] ( 6, 11, 6, 11, 6, 6, 11, 6, 6, 11, 6, 6, 6, 11, 6, 6, 6, 11, 15, 18, 21, 6, 11, 15, 6, 6, 6, 6, 11, 6, 11, 6, 6, 11, 15, 6, 6, 11, 15, 18, 21, 6, 6, 6, 6, 11, 6, 6, 11, 6 ); vec4 ProcessTexel() { vec2 texCoord = vTexCoord.st; vec4 basicColor = getTexel(texCoord); // Ideally fuzzpos would be an uniform and differ from each sprite so that overlapping demons won't get the same shade for the same pixel int next_random = int(abs(mod(timer * 35.0, float(FUZZ_RANDOM_X_SIZE)))); int fuzzpos = (/*fuzzpos +*/ fuzz_random_x_offset[next_random] * FUZZTABLE / 100) % FUZZTABLE; int x = int(gl_FragCoord.x); int y = int(gl_FragCoord.y); fixed_t fuzzscale = (200 << FRACBITS) / uViewHeight; int scaled_x = (x * fuzzscale) >> FRACBITS; int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + fuzzpos; fixed_t fuzzcount = FUZZTABLE << FRACBITS; fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount; float alpha = float(fuzzoffset[fuzz >> FRACBITS]) / 32.0; return vec4(0.0, 0.0, 0.0, basicColor.a * alpha); }