1 FPS when using shader in Libgdx on Android - android

I am creating game in Libgdx and I'm using OpenGL water shader.
On desktop everything works fine (60 fps without V-Sync), but on Android I have only 1 FPS (tested on Samsung Galaxy S3 Neo and HTC One).
My fragment shader:
#ifdef GL_ES
precision mediump float;
#endif
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iGlobalTime; // shader playback time (in seconds)
const int NUM_STEPS = 8;
const float PI = 3.1415;
const float EPSILON = 1e-3;
float EPSILON_NRM = 0.1 / iResolution.x;
// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 4.0;
const float SEA_SPEED = 0.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
float SEA_TIME = iGlobalTime * SEA_SPEED;
mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
// math
mat3 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat3 m;
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
return m;
}
float hash( vec2 p ) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise( in vec2 p ) {
vec2 i = floor( p );
vec2 f = fract( p );
vec2 u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ), hash( i + vec2(1.0,0.0) ), u.x), mix( hash( i + vec2(0.0,1.0) ), hash( i + vec2(1.0,1.0) ), u.x), u.y);
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 n,vec3 l,vec3 e,float s) {
float nrm = (s + 8.0) / (3.1415 * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
// sky
vec3 getSkyColor(vec3 e) {
e.y = max(e.y,0.0);
vec3 ret;
ret.x = pow(1.0-e.y,2.0);
ret.y = 1.0-e.y;
ret.z = 0.6+(1.0-e.y)*0.4;
return ret;
}
// sea
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
float map(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_GEOMETRY; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
float map_detailed(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
float fresnel = 1.0 - max(dot(n,-eye),0.0);
fresnel = pow(fresnel,3.0) * 0.65;
vec3 reflected = getSkyColor(reflect(eye,n));
vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;
vec3 color = mix(refracted,reflected,fresnel);
float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
color += vec3(specular(n,l,eye,60.0));
return color;
}
// tracing
vec3 getNormal(vec3 p, float eps) {
vec3 n;
n.y = map_detailed(p);
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
float tm = 0.0;
float tx = 10000.0;
float hx = map(ori + dir * tx);
if(hx > 0.0) return tx;
float hm = map(ori + dir * tm);
float tmid = 0.0;
for(int i = 0; i < NUM_STEPS; i++) {
tmid = mix(tm,tx, hm/(hm-hx));
p = ori + dir * tmid;
float hmid = map(p);
if(hmid < 0.0) {
tx = tmid;
hx = hmid;
} else {
tm = tmid;
hm = hmid;
}
}
return tmid;
}
// main
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord.xy / iResolution.xy;
uv = uv * 2.0 - 1.65;
uv.x *= iResolution.x / iResolution.y;
float time = iGlobalTime * 0.3;
// ray
vec3 ang = vec3(0,0,0);
vec3 ori = vec3(0.0,20,0);
vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
dir = normalize(dir) * fromEuler(ang);
// tracing
vec3 p;
heightMapTracing(ori,dir,p);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
vec3 light = normalize(vec3(0.0,1.0,0.8));
// color
vec3 color = mix(
getSkyColor(dir),
getSeaColor(p,n,light,dir,dist),
pow(smoothstep(0.0,-0.05,dir.y),.3));
// post
fragColor = vec4(pow(color,vec3(0.75)), 1.0);
}
void main() {
vec4 color;
mainImage(color, gl_FragCoord.xy);
color.w = 1.0;
gl_FragColor = color;
}
My vertex shader:
uniform mat4 u_projTrans;
varying vec4 v_color;
varying vec2 v_texCoords;
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
void main() {
v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}
My Libgdx code:
private Mesh mesh;
private ShaderProgram shader;
private float time = 0;
private OrthographicCamera camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
#Override
public void show() {
shader = new ShaderProgram(Gdx.files.internal("seaVertex.txt"), Gdx.files.internal("seaFragment.txt"));
shader.pedantic = false;
mesh = new Mesh(true, 4, 6, new VertexAttribute(Usage.Position, 2, "a_position"));
mesh.setVertices(new float[]{-Gdx.graphics.getWidth() / 2, -Gdx.graphics.getHeight() / 2,
Gdx.graphics.getWidth() / 2, -Gdx.graphics.getHeight() / 2,
-Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2,
Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2});
mesh.setIndices(new short[]{0, 2, 3, 0, 3, 1});
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
time += delta;
if (shader.isCompiled()){
shader.begin();
shader.setUniformMatrix("u_projTrans", camera.combined);
shader.setUniformf("iGlobalTime", time);
shader.setUniformf("iResolution", new Vector3(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), 0));
mesh.render(shader, GL20.GL_TRIANGLES);
shader.end();
}
}
Any ideas?

I am not familiar with Libgdx but I have a basic knowledge of OpenGL and graphics rendering in general(and I worked with this shader once) so here are my thoughts (I'm guessing you don't have a deep understand of the method this shader uses to generate water):
Your current "water shader" uses Raymarch wich is a very expensive way to make graphics and is usually used for demo scenes and some basic elements in most graphics scenes. Noise functions are very expensive and you are currently calling it a bunch of times for every ray, wich is also expensive because the raymarch procedure needs to call it a bunch of times to detect intersection with the water.
You are making very hard to create a game using this approach since combination of raymarched elements with tradicional OpenGL rendering system is not trivial, unless you are willing to work the hole game in procedural form, wich is also difficult.
I suggest you try other ways to render water that are not procedural, take a look at "thinMatrix" series on generating water in OpenGL, he uses Java but it should not be difficult to port it : https://www.youtube.com/watch?v=HusvGeEDU_U&list=PLRIWtICgwaX23jiqVByUs0bqhnalNTNZh
Good Luck!

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vec3 sunDirection = normalize(sunPosition);
float sunE = sunIntensity(dot(sunDirection, up));
vec3 betaR = simplifiedRayleigh() * reileighCoefficient;
vec3 betaM = totalMie(lambda, K, turbidity) * mieCoefficient;
float zenithAngle = acos(max(0.0, dot(up, normalize(vWorldPosition - cameraPos))));
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float sM = mieZenithLength / (cos(zenithAngle) + 0.15 * pow(abs(93.885 - ((zenithAngle * 180.0) / pi)), -1.253));
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float sundisk = smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);
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vec3 whiteScale = 1.0/Uncharted2Tonemap(vec3(W));
vec3 texColor = (Lin+L0);
texColor *= 0.04 ;
texColor += vec3(0.0,0.001,0.0025)*0.3;
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I'm using LibGDX, so my shader class is bellow:
public class SkyShader implements Shader{
ShaderProgram program;
Camera specCamera;
int WIDTH, HEIGHT;
int u_projTrans;
int u_worldTrans;
int u_sunPosition;
int u_res;
int u_luminance;
int u_turbidity;
int u_reileigh;
int u_mieCoefficient;
int u_mieDirectionalG;
public Vector3 sunDirection = new Vector3();
Matrix4 viewInvTraMatrix = new Matrix4();
#Override
public void init() {
program = new ShaderProgram(vert, frag);
if (!program.isCompiled())throw new RuntimeException(program.getLog());
else Gdx.app.log("sky program", "shader compiled successfully!");
u_projTrans = program.getUniformLocation("u_projTrans");
u_worldTrans = program.getUniformLocation("u_worldTrans");
u_sunPosition = program.getUniformLocation("sunPosition");
u_res = program.getUniformLocation("u_res");
}
#Override
public void dispose() {
if(program!=null){
program.dispose();
program = null;
}
}
static final float delta = 0.0028526667f;
Matrix4 projectionMatrix = new Matrix4();
#Override
public void begin(Camera camera, RenderContext context) {
program.begin();
projectionMatrix.set(camera.projection);
if(Settings.landscape)
projectionMatrix.rotate(0, 1, 0, (Settings.EarthRotation-100) * .4f);
else projectionMatrix.rotate(0, 1, 0, (Settings.EarthRotation-100) * .7f);
program.setUniformMatrix(u_projTrans, projectionMatrix);
if(Settings.EnableSlightShadowGradient)
program.setUniformf(u_res, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
float rotation = Settings.EarthRotation * delta -.0375f;//- .00674f;
float azimuth = rotation; //_azimuth;
float inclination = .3f; //skyParams[i][4];
float theta = (float) (Math.PI * ( inclination - 0.5f ));
float phi = (float) (2f * Math.PI * ( azimuth - 0.5f ));
float distance = 4000;//400000;
sunDirection.x = (float) (distance * Math.cos( phi ));
sunDirection.y = (float) (distance * Math.sin( phi ) * Math.sin( theta ));
sunDirection.z = (float) (distance * Math.sin( phi ) * Math.cos( theta ));
context.setDepthTest(GL20.GL_LEQUAL);
context.setCullFace(GL20.GL_FRONT);
}
#Override
public boolean canRender(Renderable arg0) {
return true;
}
#Override
public int compareTo(Shader arg0) {
return 0;
}
#Override
public void end() {
program.end();
}
#Override
public void render(Renderable renderable) {
program.setUniformMatrix(u_worldTrans, renderable.worldTransform);
program.setUniformf(u_sunPosition, sunDirection);
renderable.mesh.render(program, renderable.primitiveType,
renderable.meshPartOffset, renderable.meshPartSize);
}
}
And finally, I render it using the following code:
modelBatch.begin(cam);
modelBatch.render(sphere, skyShader);
modelBatch.end();
Where sphere is:
public ModelInstance createSphere() {
ModelBuilder modelBuilder = new ModelBuilder();
float radius = 4500;//450000;
Model tempSphere;
tempSphere = modelBuilder.createSphere(radius, radius, radius, 32, 8,
new Material(),
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal | VertexAttributes.Usage.TextureCoordinates
);
return new ModelInstance(tempSphere,0,0,0);
}
Original shader is here
EDIT
If I run original shader(link is above) on problem devices in browser it works perfect!
Thanks in advance.

Perlin noise bugged at some devices (Android, glsl)

I am developing OpenGLES app for Android and using Perlin noise from Stefan Gustavson. It's animated 2D noise so I use 3D Perlin with time variable as third dimension. And it was all looking good on my Samsung Galaxy Young (API 10), but when I tested it with ASUS MEMO tablet (API 17) I got this glitchy thing with even elipses and square-like areas:-
What could cause such differences between various devices?
Fragment shader code:
precision mediump float;
varying vec2 screenPosition;
uniform vec4 colorFilter;
uniform float time;
vec4 permute(vec4 x)
{
return mod(((x*34.0)+1.0)*x, 289.0);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
float noise(vec3 P)
{
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod(Pi0, 289.0);
Pi1 = mod(Pi1, 289.0);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 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 / 7.0;
vec4 gy0 = fract(floor(gx0) / 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 / 7.0;
vec4 gy1 = fract(floor(gx1) / 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);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
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));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
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);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
void main() {
float valuer = (noise(vec3(screenPosition.x*4.0, screenPosition.y*3.0, time)));
float val1 = 0.25*(sign(valuer+0.2)-sign(valuer-0.2));
float val2 = 0.125*(sign(valuer+0.4)-sign(valuer-0.4));
outputColor = colorFilter*(val1+val2+0.25);
}
Most likely the Samsung Galaxy Young is executing the math at highp, and the ASUS MEMO tablet is executing at mediump.
OpenGLES devices are not required to support highp in fragment shaders, but the above code looks very much like it will be required.
Is that even a full fragment shader? I thought GLES fragment shaders required you to specify a default precision or required you to specify precision on a per-variable basis. I see neither, so perhaps there is some information omitted.

Fragment shader with multiple floating operations slow on Xoom (tegra2)

I am trying to make "burning star" impression on android game I have been developing with little help of noise function (simplex noise in this case). Unfortunately I cant use 3d textures as they are in gles extension and android packages doesn't have them included.
Only option left for me is therefore calculating noise function in fragment shader. Code provided below runs smoothly or acceptably (20-60fps) on HTC Desire Z andLG optimus one. With same program on Motorola XOOM (which have tegra2 chipset) however I get fraction(1-3) of fps even when displaying only small part of object.
Thing we tried so far:
meddling with precision(lowp-higp), both in first line directive and specifying for each occurrence of float/vec separately
commenting parts of noise function - it seem that there isn't any particular bottleneck, its combination of all things together
googling problems related to tegra, floating point in shaders etc
This is stripped down part of code needed for reproduction of this behavior. Note that on XOOM there are some artifacts which we believe is caused by 16bit floating operations in tegra.
precision mediump float;
#define pi 3.141592653589793238462643383279
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
uniform vec3 color1;
uniform vec3 color2;
uniform float t;
varying vec3 vTextureCoord;
void main()
{
float t = 0.5; //mod(t, 3.0);
float x = (vTextureCoord.x)*2.0;
float y = -(vTextureCoord.y)*2.0;
float r = sqrt(x * x + y * y);
gl_FragColor = vec4(0.0,0.0,0.0,0.0);
if(r<= 1.0){
float n = snoise( vec3(vec2(x,y), Mr_T*3.3 ) );
gl_FragColor = vec4( mix(color1,color2, abs(n) ) ,1.0);
}
}
I was facing the same problem for tegra2 a while ago. Read 1.3 : http://www.opengl.org/wiki/GLSL_:_common_mistakes. and feel the pain. In my case fps went up twice but it still sucked.

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