#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(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) ); } 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) * 0.5 + 0.5, 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) * 0.5 + 0.5, 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