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(0.2, randTime(i + 3)), min(1, B.z)),
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mix(B.y, step(0.5, 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 f = magic_f(F, B, i);
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vec3 b = magic_b(B, i);
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return mix(0, f.x * mix(1 - modTime(f.y), cosTime(f.y) * 0.5 + 0.5, b.y), b.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 f = magic_f(F, B, i);
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vec3 b = magic_b(B, i);
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return f.x * mix(1 - modTime(f.y), cosTime(f.y) * 0.5 + 0.5, b.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 f = magic_f(F, B, i);
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vec3 b = magic_b(B, i);
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return mix(0, f.x * mix(1 - modTime(f.y), modTime(f.y), b.y), b.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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