refactor(default): glsl cleaning (1/2)

This commit is contained in:
2026-08-28 19:46:46 +02:00
parent 69f98e536f
commit 749206746d
11 changed files with 323 additions and 380 deletions
+26 -26
View File
@@ -3,75 +3,75 @@
#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))
);
}
vec2 magic_f(float i)
{
return magic_f(vec2(0), vec3(0, 0, 1), 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(0.2, randTime(i + 3)), min(1, B.z)),
mix(B.y, step(0.5, 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)
);
}
vec3 magic_b(float i)
{
return magic_b(vec3(0, 0, 1), 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)
{
return magic_b(i).x > 0;
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) * 0.5 + 0.5, 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) * 0.5 + 0.5, b.y);
return mf.x * mix(1. - modTime(mf.y), cosTime(mf.y) * .5 + .5, mb.y);
}
float magic(float i)
{
return magic(vec2(0), vec3(0, 0, 1), 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)
{
return magic_reverse(vec2(0), vec3(0, 0, 1), i);
return magic_reverse(vec2(0.), vec3(0., 0., 1.), i);
}
#endif