#include inc_time.glsl #ifndef INC_MAGIC #define INC_MAGIC 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)) ); } vec2 magic_f(float i) { return magic_f(vec2(0.), vec3(0., 0., 1.), 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) ); } vec3 magic_b(float i) { return magic_b(vec3(0., 0., 1.), i); } bool magic_trigger(vec3 B, float i) { return magic_b(B, i).x > 0.; } bool magic_trigger(float i) { return magic_b(i).x > 0.; } float magic(vec2 F, vec3 B, float i) { vec2 f = magic_f(F, B, i); vec3 b = magic_b(B, i); return mix(0., f.x * mix(1. - modTime(f.y), cosTime(f.y) * .5 + .5, b.y), b.x); } float fmagic(vec2 F, vec3 B, float i) { vec2 f = magic_f(F, B, i); vec3 b = magic_b(B, i); return f.x * mix(1. - modTime(f.y), cosTime(f.y) * .5 + .5, b.y); } float magic(float i) { return magic(vec2(0.), vec3(0., 0., 1.), i); } float magic_reverse(vec2 F, vec3 B, float i) { vec2 f = magic_f(F, B, i); vec3 b = magic_b(B, i); return mix(0., f.x * mix(1. - modTime(f.y), modTime(f.y), b.y), b.x); } float magic_reverse(float i) { return magic_reverse(vec2(0.), vec3(0., 0., 1.), i); } #endif