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Sync of all the shaders from upstream + LoadFontData did not match anymore with C and crashed on MacOS

This commit is contained in:
Meatcorps 2026-05-24 12:19:24 +02:00
commit 7cd46c491f
82 changed files with 767 additions and 753 deletions

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@ -7,12 +7,12 @@ precision mediump float;
The Sieve of Eratosthenes -- a simple shader by ProfJski
An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
The screen is divided into a square grid of boxes, each representing an integer value.
Each integer is tested to see if it is a prime number. Primes are colored white.
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
The screen is divided into a square grid of boxes, each representing an integer value
Each integer is tested to see if it is a prime number. Primes are colored white
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer
You can change the scale variable to make a larger or smaller grid.
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
You can change the scale variable to make a larger or smaller grid
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers
WARNING: If you make scale too large, your GPU may bog down!
@ -38,7 +38,7 @@ vec4 Colorizer(float counter, float maxSize)
void main()
{
vec4 color = vec4(1.0);
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid
float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
int valuei = int(value);