From d5e30cb0d5b64bafac98587dabaa4d70698693fc Mon Sep 17 00:00:00 2001 From: Rakarake Date: Thu, 11 Dec 2025 23:47:18 +0100 Subject: [PATCH] erm --- fragment.glsl | 50 ++++++++++++++++++++++++++++++++++++++------------ 1 file changed, 38 insertions(+), 12 deletions(-) diff --git a/fragment.glsl b/fragment.glsl index b696a70..8d51e66 100644 --- a/fragment.glsl +++ b/fragment.glsl @@ -7,7 +7,27 @@ float rand(vec2 co){ return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); } -float cell_size = 0.1; +float cell_size = 0.05; + +#define PI 3.1415926538 + +// whatever that corner contributes +float c_dot(vec2 point, vec2 corner) { + float angle = rand(corner) * 2*PI; + vec2 random_corner_vec = vec2(cos(angle), sin(angle)); + vec2 offset = point - corner; + float dot_product = dot(random_corner_vec, offset); + // for now just return something + return dot_product; +} + +float lerp(float a, float b, float x) { + return a + x*(b-a); +} + +float fade(float t) { + return ((6*t - 15)*t + 10)*t*t*t; +} void main() { // We'll make origin in the top-left. @@ -19,16 +39,22 @@ void main() { vec2 c_tr = uv - grid_edge_offset + vec2(cell_size, 0); vec2 c_bl = uv - grid_edge_offset + vec2(0, cell_size); vec2 c_br = uv - grid_edge_offset + vec2(cell_size, cell_size); - // random vectors - vec2 c_tl_ran = rand(c_tl); - vec2 c_tr_ran = rand(c_tr); - vec2 c_bl_ran = rand(c_bl); - vec2 c_br_ran = rand(c_br); - // offset vectors - vec2 c_tl_off = c_tl - uv; - vec2 c_tr_off = c_tr - uv; - vec2 c_bl_off = c_bl - uv; - vec2 c_br_off = c_br - uv; + float c_tl_dot = c_dot(uv, c_tl); + float c_tr_dot = c_dot(uv, c_tr); + float c_bl_dot = c_dot(uv, c_bl); + float c_br_dot = c_dot(uv, c_br); - FragColor = + // lerp index + vec2 tile_uv = (uv - c_tl) / cell_size; + float u = fade(tile_uv.x); + float v = fade(tile_uv.y); + //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)); + float val = lerp(lerp(c_tl_dot, c_bl_dot, v), lerp(c_tr_dot, c_br_dot, v), u); + //float val = tile_uv.y; + //float val = c_bl_dot*2 + 0.5; + val = val * 20; + FragColor = vec4(val, val, val, 1); + + //float yes = 0.5 + (c_dot(uv, c_tl) + c_dot(uv, c_tr) + c_dot(uv, c_bl) + c_dot(uv, c_br)) / 2; + //FragColor = vec4(yes, yes, yes, 1); }