78 lines
1.4 KiB
GLSL
78 lines
1.4 KiB
GLSL
#include inc_time.glsl
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#ifndef INC_MAGIC
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#define INC_MAGIC
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vec2 magic_f(vec2 f, vec3 b, float i)
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{
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return vec2(
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mix(f.x, randTime(i + 1.), min(1., b.z)),
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mix(f.y, randTime(i + 2.), min(1., b.z))
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);
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}
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vec2 magic_f(float i)
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{
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return magic_f(vec2(0.), vec3(0., 0., 1.), i);
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}
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vec3 magic_b(vec3 b, float i)
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{
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return vec3(
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mix(b.x, step(.2, randTime(i + 3.)), min(1., b.z)),
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mix(b.y, step(.5, randTime(i + 4.)), min(1., b.z)),
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min(1., b.z)
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);
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}
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vec3 magic_b(float i)
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{
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return magic_b(vec3(0., 0., 1.), i);
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}
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bool magic_trigger(vec3 b, float i)
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{
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return magic_b(b, i).x > 0.;
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}
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bool magic_trigger(float i)
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{
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return magic_b(i).x > 0.;
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}
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float magic(vec2 f, vec3 b, float i)
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{
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vec2 mf = magic_f(f, b, i);
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vec3 mb = magic_b(b, i);
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return mix(0., mf.x * mix(1. - modTime(mf.y), cosTime(mf.y) * .5 + .5, mb.y), mb.x);
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}
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float fmagic(vec2 f, vec3 b, float i)
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{
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vec2 mf = magic_f(f, b, i);
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vec3 mb = magic_b(b, i);
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return mf.x * mix(1. - modTime(mf.y), cosTime(mf.y) * .5 + .5, mb.y);
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}
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float magic(float i)
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{
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return magic(vec2(0.), vec3(0., 0., 1.), i);
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}
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float magic_reverse(vec2 f, vec3 b, float i)
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{
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vec2 mf = magic_f(f, b, i);
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vec3 mb = magic_b(b, i);
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return mix(0., mf.x * mix(1. - modTime(mf.y), modTime(mf.y), mb.y), mb.x);
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}
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float magic_reverse(float i)
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{
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return magic_reverse(vec2(0.), vec3(0., 0., 1.), i);
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}
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#endif
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