erm
This commit is contained in:
parent
90d565ff8d
commit
d5e30cb0d5
1 changed files with 38 additions and 12 deletions
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue