fix segfault.glsl bad use of kw inline

This commit is contained in:
Emile Clark-Boman 2026-01-31 11:14:40 +10:00
parent 32e547d724
commit c4569168c7

View file

@ -26,20 +26,20 @@ const float noiseTimeScale = 0.1;
// ===================================================================
// Library Functions
//
inline float rand(vec2 co) {
float rand(vec2 co) {
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;
}
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;
}
// 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);
}
@ -53,19 +53,19 @@ inline float stdRS(vec2 uv, float r) {
// Distributed under the MIT License. See LICENSE file.
// 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;
}
inline vec4 mod289(vec4 x) {
vec4 mod289(vec4 x) {
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);
}
inline vec4 taylorInvSqrt(vec4 r) {
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
@ -314,7 +314,7 @@ float textLines(vec2 uvG) {
return rand(uvGt)*15. + 2.;
}
inline float fbm3(vec3 v) {
float fbm3(vec3 v) {
float result = simplex(v);
result += simplex(v * 2.) / 2.;
result += simplex(v * 4.) / 4.;
@ -322,7 +322,7 @@ inline float fbm3(vec3 v) {
return result;
}
inline float fbm5(vec3 v) {
float fbm5(vec3 v) {
float result = simplex(v);
result += simplex(v * 2.) / 2.;
result += simplex(v * 4.) / 4.;
@ -344,7 +344,7 @@ float smokeNoise(vec3 v) {
// ===================================================================
// Graphical Styling / Effects
//
inline float bloom(vec2 uv2) {
float bloom(vec2 uv2) {
// TODO
c += (textureLod(iChannel0, uvC, 3.) +
textureLod(iChannel0, uvC, 4.) +