forked from LeenkxTeam/LNXSDK
Repe [T3DU] and Moises Jpelaez updates
This commit is contained in:
@ -1,9 +1,9 @@
|
||||
str_tex_proc = """
|
||||
// <https://www.shadertoy.com/view/4dS3Wd>
|
||||
// By Morgan McGuire @morgan3d, http://graphicscodex.com
|
||||
float hash_f(const float n) { return fract(sin(n) * 1e4); }
|
||||
float hash_f(const vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
|
||||
float hash_f(const vec3 co){ return fract(sin(dot(co.xyz, vec3(12.9898,78.233,52.8265)) * 24.384) * 43758.5453); }
|
||||
// Hash functions by Dave Hoskins
|
||||
// <https://www.shadertoy.com/view/4djSRW>
|
||||
float hash_f(float p) { p = fract(p * 0.1031); p *= p + 33.33; p *= p + p; return fract(p); }
|
||||
float hash_f(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); }
|
||||
float hash_f(vec3 p3) { p3 = fract(p3 * 0.1031); p3 += dot(p3, p3.zyx + 31.32); return fract((p3.x + p3.y) * p3.z); }
|
||||
|
||||
float noise(const vec3 x) {
|
||||
const vec3 step = vec3(110, 241, 171);
|
||||
@ -418,11 +418,12 @@ float tex_brick_blender_f(vec3 co,
|
||||
|
||||
|
||||
str_tex_wave = """
|
||||
float tex_wave_f(const vec3 p, const int type, const int profile, const float dist, const float detail, const float detail_scale) {
|
||||
float tex_wave_f(const vec3 p, const int type, const int profile, const float dist, const float detail, const float detail_scale, const float phase_offset) {
|
||||
float n;
|
||||
if(type == 0) n = (p.x + p.y + p.z) * 9.5;
|
||||
else n = length(p) * 13.0;
|
||||
if(dist != 0.0) n += dist * fractal_noise(p * detail_scale, detail) * 2.0 - 1.0;
|
||||
n += phase_offset;
|
||||
if(profile == 0) { return 0.5 + 0.5 * sin(n - PI); }
|
||||
else {
|
||||
n /= 2.0 * PI;
|
||||
|
||||
Reference in New Issue
Block a user