upgrade glsl code

This commit is contained in:
2026-08-28 19:02:39 +02:00
parent 11d5f41402
commit fb80096569
12 changed files with 377 additions and 438 deletions
+21 -21
View File
@@ -3,11 +3,11 @@
#ifndef INC_MAGIC
#define INC_MAGIC
vec2 magic_f(vec2 F, vec3 B, float i)
vec2 magic_f(vec2 f, vec3 b, float i)
{
return vec2(
mix(F.x, randTime(i + 1.), min(1., B.z)),
mix(F.y, randTime(i + 2.), min(1., B.z))
mix(f.x, randTime(i + 1.), min(1., b.z)),
mix(f.y, randTime(i + 2.), min(1., b.z))
);
}
@@ -16,12 +16,12 @@ vec2 magic_f(float i)
return magic_f(vec2(0.), vec3(0., 0., 1.), i);
}
vec3 magic_b(vec3 B, float i)
vec3 magic_b(vec3 b, float i)
{
return vec3(
mix(B.x, step(.2, randTime(i + 3.)), min(1., B.z)),
mix(B.y, step(.5, randTime(i + 4.)), min(1., B.z)),
min(1., B.z)
mix(b.x, step(.2, randTime(i + 3.)), min(1., b.z)),
mix(b.y, step(.5, randTime(i + 4.)), min(1., b.z)),
min(1., b.z)
);
}
@@ -30,9 +30,9 @@ vec3 magic_b(float i)
return magic_b(vec3(0., 0., 1.), i);
}
bool magic_trigger(vec3 B, float i)
bool magic_trigger(vec3 b, float i)
{
return magic_b(B, i).x > 0.;
return magic_b(b, i).x > 0.;
}
bool magic_trigger(float i)
@@ -40,20 +40,20 @@ bool magic_trigger(float i)
return magic_b(i).x > 0.;
}
float magic(vec2 F, vec3 B, float i)
float magic(vec2 f, vec3 b, float i)
{
vec2 f = magic_f(F, B, i);
vec3 b = magic_b(B, i);
vec2 mf = magic_f(f, b, i);
vec3 mb = magic_b(b, i);
return mix(0., f.x * mix(1. - modTime(f.y), cosTime(f.y) * .5 + .5, b.y), b.x);
return mix(0., mf.x * mix(1. - modTime(mf.y), cosTime(mf.y) * .5 + .5, mb.y), mb.x);
}
float fmagic(vec2 F, vec3 B, float i)
float fmagic(vec2 f, vec3 b, float i)
{
vec2 f = magic_f(F, B, i);
vec3 b = magic_b(B, i);
vec2 mf = magic_f(f, b, i);
vec3 mb = magic_b(b, i);
return f.x * mix(1. - modTime(f.y), cosTime(f.y) * .5 + .5, b.y);
return mf.x * mix(1. - modTime(mf.y), cosTime(mf.y) * .5 + .5, mb.y);
}
float magic(float i)
@@ -61,12 +61,12 @@ float magic(float i)
return magic(vec2(0.), vec3(0., 0., 1.), i);
}
float magic_reverse(vec2 F, vec3 B, float i)
float magic_reverse(vec2 f, vec3 b, float i)
{
vec2 f = magic_f(F, B, i);
vec3 b = magic_b(B, i);
vec2 mf = magic_f(f, b, i);
vec3 mb = magic_b(b, i);
return mix(0., f.x * mix(1. - modTime(f.y), modTime(f.y), b.y), b.x);
return mix(0., mf.x * mix(1. - modTime(mf.y), modTime(mf.y), mb.y), mb.x);
}
float magic_reverse(float i)