//! type library const float PI = 3.14159265; // ----------------------------------------------------------------------------- float M_Hash( in vec2 p ) { p = fract(p * vec2(5.3987, 5.4421)); p += dot(p.yx, p.xy + vec2(21.5351, 14.3137)); return fract(p.x * p.y * 95.4307); } // ----------------------------------------------------------------------------- float M_Luminosity( in vec3 color ) { return dot( color , vec3( .299 , .587 , .114 ) ); } vec3 M_NormalizeColor( in vec3 color ) { const float l = M_Luminosity( color ); return l > 0 ? ( color / l ) : vec3( 1 ); }