On the macOS OpenGL implementation, the use of noise2 as a
function within the glsl shader collides with the builtin noise2 of a
different signature.
This changes the name to something similar (noize2) so that we
do not risk colliding names when linking.
With this commit, the shadertoy alienplanet demo works on mac
OpenGL (albeit still with the Cairo renderer).
return vec2(t0, t1);
}
-float noise1(vec2 p) {
+float noize1(vec2 p) {
vec2 n = mod2(p, vec2(cellWidth));
vec2 hh = hash(sqrt(2.0)*(n+1000.0));
hh.x *= hh.y;
return h*0.25;
}
-float noise2(vec2 p) {
+float noize2(vec2 p) {
vec2 n = mod2(p, vec2(cellWidth));
vec2 hh = hash(sqrt(2.0)*(n+1000.0));
hh.x *= hh.y;
int i = 0;
for (; i < 4;++i) {
- float nn = a*noise2(p);
+ float nn = a*noize2(p);
s += nn;
d += abs(a);
p += o;
mx = int(mix(float(4), float(mx), step(rdd, far)));
for (; i < mx; ++i) {
- float nn = a*noise1(p);
+ float nn = a*noize1(p);
s += nn;
d += abs(a);
p += o;