improvement

This commit is contained in:
Rakarake 2025-12-27 20:49:41 +01:00
parent 5ae0450e28
commit 98f7c29b44

View file

@ -71,6 +71,12 @@ float perlin_noise(vec2 uv, vec2 vector_offset, float angle_offset) {
return val /2.0 + 0.5;
}
float limit(float val, float min, float max) {
float out_val = clamp(val, min, max);
out_val -= min;
out_val *= (1.0 - (max - min)) / (max - min);
return out_val;
}
void main() {
vec2 uv = gl_FragCoord.xy / WindowSize;
@ -82,11 +88,11 @@ void main() {
uv += 100.0;
//uv.x += time / 20.0;
float out_val = perlin_noise(uv, vec2(0.0, 0.0), time / 1.0);
float min = 0.42;
float max = 0.58;
out_val = out_val + sin(uv.y + time) / 15.2;
out_val = clamp(out_val, min, max);
out_val -= min;
out_val *= (1.0 - (max - min)) / (max - min);
float min = 0.42 + sin(time)/8.0;
float max = 0.58 + sin(time)/8.0;
//float min = 0.42;
//float max = 0.58;
//out_val = out_val + sin(uv.y + time) / 15.2;
out_val = limit(out_val, min, max);
color = vec4(out_val, 0.4, 0.8, 1.0);
}