shaders: Use sin-less hash for noise (#5607)

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Epikastema 2024-04-17 18:01:50 +00:00 committed by GitHub
parent 78b04c3a76
commit 82222342f1
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@ -400,7 +400,9 @@ uniform float noise;
uniform float brightness;
float hash(vec2 p) {
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
vec3 p3 = fract(vec3(p.xyx) * 1689.1984);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
void main() {