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authorMatt Kosarek <matt.kosarek@canonical.com>2026-02-03 08:13:30 -0500
committerMatt Kosarek <matt.kosarek@canonical.com>2026-02-03 08:13:30 -0500
commitb4e8ae9731eca175cd4e6e75a20da87ff86eb91f (patch)
tree95b1156031ed70e6bb91f5c58a03c75ad3722593 /themes/src/_shaders/snowflake.vert
parent1b0fbb1818d6a9cd721366909275aaefb7de4c64 (diff)
feature: improve snowflake rendererHEADmaster
Diffstat (limited to 'themes/src/_shaders/snowflake.vert')
-rw-r--r--themes/src/_shaders/snowflake.vert30
1 files changed, 30 insertions, 0 deletions
diff --git a/themes/src/_shaders/snowflake.vert b/themes/src/_shaders/snowflake.vert
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+++ b/themes/src/_shaders/snowflake.vert
@@ -0,0 +1,30 @@
+// Instanced snowflake vertex shader
+attribute vec2 position; // Base quad vertex position
+attribute vec2 instancePos; // Per-instance: snowflake center position
+attribute float instanceRot; // Per-instance: rotation angle
+attribute float instanceScale; // Per-instance: size scale
+attribute float instanceSeed; // Per-instance: random seed for variation
+
+uniform mat4 projection;
+uniform mat4 model;
+
+varying lowp vec2 vUV; // UV coordinates for fragment shader
+varying lowp float vSeed; // Pass seed to fragment shader
+varying lowp float vScale; // Pass scale to fragment shader
+
+void main() {
+ // Rotate and scale the base quad
+ float c = cos(instanceRot);
+ float s = sin(instanceRot);
+ mat2 rotation = mat2(c, s, -s, c);
+
+ vec2 rotatedPos = rotation * (position * instanceScale);
+ vec2 worldPos = instancePos + rotatedPos;
+
+ gl_Position = projection * model * vec4(worldPos, 0.0, 1.0);
+
+ // Pass UV in range [-1, 1] for procedural generation
+ vUV = position;
+ vSeed = instanceSeed;
+ vScale = instanceScale;
+}