Skip to content

Commit

Permalink
Whitespace.
Browse files Browse the repository at this point in the history
  • Loading branch information
ProjectSynchro committed May 4, 2024
1 parent 4f9ac36 commit bc40b87
Show file tree
Hide file tree
Showing 3 changed files with 17 additions and 18 deletions.
1 change: 0 additions & 1 deletion content/blarg/2023-07-18_ships_go_boom.md
Original file line number Diff line number Diff line change
Expand Up @@ -27,4 +27,3 @@ done with this yet, but it has to do with the Great House Sirius rework which
brings about psychic powers. All these changes will be included in version
0.11.0 which should be released around December this year. Lots of exciting
development to look for for the rest of 2023!

12 changes: 6 additions & 6 deletions content/blarg/2024-01-15_apple_silicon_builds_now_available.md
Original file line number Diff line number Diff line change
Expand Up @@ -5,13 +5,13 @@ tags: [ 'announcement' ]
blurb: Naev is now available as a Native Apple Silicon app!
---

Naev is now available as a Native Apple Silicon app!
Naev is now available as a Native Apple Silicon app!

Starting with 0.11.2, any versions of Naev released in the future will include
native support for Apple Silicon. Nightly releases are included. This should
benefit users that have an Apple device with Apple Silicon (M1, M2, etc.), with
significant speedups compared to running Naev with Rosetta. For running Apple
Silicon builds of Naev make sure you are running macOS 11.0 or higher. Users with
Starting with 0.11.2, any versions of Naev released in the future will include
native support for Apple Silicon. Nightly releases are included. This should
benefit users that have an Apple device with Apple Silicon (M1, M2, etc.), with
significant speedups compared to running Naev with Rosetta. For running Apple
Silicon builds of Naev make sure you are running macOS 11.0 or higher. Users with
Intel Macs can still run Naev on macOS 10.13 or higher.

Enjoy!
Expand Down
22 changes: 11 additions & 11 deletions content/js/_nebula.js
Original file line number Diff line number Diff line change
Expand Up @@ -44,35 +44,35 @@ const fragmentShaderSource = `
float cnoise(vec3 P) {
vec3 Pi0 = floor(P);
vec3 Pi1 = Pi0 + vec3(1.0);
vec3 Pf0 = fract(P);
vec3 Pf1 = Pf0 - vec3(1.0);
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
Expand All @@ -81,19 +81,19 @@ const fragmentShaderSource = `
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
Expand All @@ -102,7 +102,7 @@ const fragmentShaderSource = `
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
Expand Down Expand Up @@ -231,4 +231,4 @@ function renderCanvas(index) {
for (let i = 0; i < numCanvases; i++) {
initCanvas(i);
renderCanvas(i);
}
}

0 comments on commit bc40b87

Please sign in to comment.