This commit is contained in:
Rakarake 2025-12-12 15:57:02 +01:00
parent d5e30cb0d5
commit e11ebe69af

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@ -7,7 +7,7 @@ float rand(vec2 co){
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
} }
float cell_size = 0.05; float cell_size = 0.1;
#define PI 3.1415926538 #define PI 3.1415926538
@ -15,7 +15,7 @@ float cell_size = 0.05;
float c_dot(vec2 point, vec2 corner) { float c_dot(vec2 point, vec2 corner) {
float angle = rand(corner) * 2*PI; float angle = rand(corner) * 2*PI;
vec2 random_corner_vec = vec2(cos(angle), sin(angle)); vec2 random_corner_vec = vec2(cos(angle), sin(angle));
vec2 offset = point - corner; vec2 offset = (point - corner) / cell_size;
float dot_product = dot(random_corner_vec, offset); float dot_product = dot(random_corner_vec, offset);
// for now just return something // for now just return something
return dot_product; return dot_product;
@ -44,16 +44,21 @@ void main() {
float c_bl_dot = c_dot(uv, c_bl); float c_bl_dot = c_dot(uv, c_bl);
float c_br_dot = c_dot(uv, c_br); float c_br_dot = c_dot(uv, c_br);
// lerp index // the uv within the tile (0 to 1)
vec2 tile_uv = (uv - c_tl) / cell_size; vec2 tile_uv = (uv - c_tl) / cell_size;
// lerp index
float u = fade(tile_uv.x); float u = fade(tile_uv.x);
float v = fade(tile_uv.y); float v = fade(tile_uv.y);
//float u = tile_uv.x;
//float v = 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 = 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 = 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 = tile_uv.y;
//float val = c_bl_dot*2 + 0.5; //float val = c_bl_dot*2 + 0.5;
val = val * 20; //val = val * 20;
FragColor = vec4(val, val, val, 1); float out_val = val /2 + 0.5;
FragColor = vec4(out_val, out_val, out_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; //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); //FragColor = vec4(yes, yes, yes, 1);