working
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589386fd63
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8ea152a924
1 changed files with 8 additions and 6 deletions
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@ -3,7 +3,7 @@ out vec4 FragColor;
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uniform vec2 WindowSize;
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uniform vec2 WindowSize;
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uniform float time;
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uniform float time;
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float rand(vec2 co){
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float rand(ivec2 co) {
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return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
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return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
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}
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}
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@ -13,7 +13,8 @@ float cell_size = 0.1;
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// whatever that corner contributes
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// whatever that corner contributes
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float c_dot(vec2 point, vec2 corner) {
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float c_dot(vec2 point, vec2 corner) {
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float angle = rand(corner) * 2*PI;
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ivec2 c = ivec2(round(corner * 10000));
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float angle = rand(c) * 2*PI;
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vec2 random_corner_vec = vec2(cos(angle), sin(angle));
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vec2 random_corner_vec = vec2(cos(angle), sin(angle));
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vec2 offset = (point - corner) / cell_size;
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vec2 offset = (point - corner) / cell_size;
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float dot_product = dot(random_corner_vec, offset);
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float dot_product = dot(random_corner_vec, offset);
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@ -25,6 +26,7 @@ float lerp(float a, float b, float x) {
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return a + x*(b-a);
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return a + x*(b-a);
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}
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}
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// better than built in smoothstep.
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float fade(float t) {
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float fade(float t) {
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return ((6*t - 15)*t + 10)*t*t*t;
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return ((6*t - 15)*t + 10)*t*t*t;
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}
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}
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@ -48,12 +50,12 @@ void main() {
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vec2 tile_uv = (uv - c_tl) / cell_size;
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vec2 tile_uv = (uv - c_tl) / cell_size;
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// lerp index
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// lerp index
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//float u = fade(tile_uv.x);
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float u = fade(tile_uv.x);
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//float v = fade(tile_uv.y);
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float v = fade(tile_uv.y);
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//float u = tile_uv.x;
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//float u = tile_uv.x;
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//float v = tile_uv.y;
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//float v = tile_uv.y;
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float u = smoothstep(0, 1, tile_uv.x);
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//float u = smoothstep(0, 1, tile_uv.x);
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float v = smoothstep(0, 1, tile_uv.y);
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//float v = smoothstep(0, 1, tile_uv.y);
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//float val = smoothstep(tile_uv.x, smoothstep(tile_uv.y, c_bl_dot, c_tl_dot), smoothstep(tile_uv.y, c_br_dot, c_tr_dot));
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//float val = smoothstep(tile_uv.x, smoothstep(tile_uv.y, c_bl_dot, c_tl_dot), smoothstep(tile_uv.y, c_br_dot, c_tr_dot));
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float val = lerp(lerp(c_tl_dot, c_bl_dot, v), lerp(c_tr_dot, c_br_dot, v), u);
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float val = lerp(lerp(c_tl_dot, c_bl_dot, v), lerp(c_tr_dot, c_br_dot, v), u);
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//float val = tile_uv.y;
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//float val = tile_uv.y;
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