test
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5726baafe0
commit
c45f50c439
3 changed files with 23 additions and 18 deletions
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@ -104,6 +104,7 @@ float simplex3d_fractal(vec3 m) {
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void main()
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{
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if(gAge >= 1) discard;
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vec2 palette = vec2(gTemperature*3425, 0.5);
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vec3 remapedColorW = texture(warm1, palette).xyz;
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vec3 remapedColorC = texture(cold2, palette).xyz;
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@ -113,7 +114,7 @@ void main()
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float rate = 1-smoothstep(D - d, D + d, length(gPos.x + uBetween.x) + n);
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rate *= uAreThereTwoPeopleTween;
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vec3 remapedColor = mix(remapedColorC, remapedColorW, rate);
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float alpha = max(0, 1 - pow(gAge,4)) * .03;
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float alpha = max(0, 1 - pow(gAge,4)) * 0.1;
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// if(vTemperature < 0.5) {
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// alpha *= vTemperature * 2;
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@ -1,7 +1,7 @@
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layout (points) in;
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layout (triangle_strip) out;
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layout (max_vertices = 4) out;
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layout (line_strip) out;
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layout (max_vertices = 16) out;
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// OF handled uniforms and attributes.
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uniform mat4 projectionMatrix;
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@ -39,28 +39,31 @@ void main()
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gTemperature = vTemperature[0];
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gAge = vAge[0];
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if(gAge >= 1) return;
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for (int i = 0; i < gl_in.length(); ++i)
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{
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vec3 vOffset = (vPrevPosition[i].xyz - vPosition[i].xyz) * 4;
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vOffset += normalize(vOffset) * 10;
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vec3 vOffset = (vPrevPosition[i].xyz - vPosition[i].xyz) * (gAge * 5);
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vOffset += normalize(vOffset) * 5;
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// if(length(vOffset) < 4) {
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// vOffset = normalize(vOffset) * 4;
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// }
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vec4 shiftPos = vec4(vOffset, 1) + vPosition[i];
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vec4 shiftPos = vec4(vOffset, 0) + vPosition[i];
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gl_Position = projectionMatrix * (vPosition[i] + vec4(0.0, 1.0, 0.0, 0.0) * uSpriteSize);
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gl_Position = projectionMatrix * (vPosition[i] + vec4(0.0, 0.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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if (u_time > 10) { // hack
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gl_Position = projectionMatrix * (shiftPos + vec4(0.0, 1.0, 0.0, 0.0) * uSpriteSize);
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gl_Position = projectionMatrix * (shiftPos + vec4(0.0, 0.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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gl_Position = projectionMatrix * (vPosition[i] + vec4(0.0, -1.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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gl_Position = projectionMatrix * (shiftPos + vec4(0.0, -1.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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if(gAge > 0 && gTarget.w > 0) {
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for(int j = 0; j < 3; j++) {
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gl_Position = projectionMatrix * (vPosition[i] + vec4(0.0, float(j+1), 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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gl_Position = projectionMatrix * (shiftPos + vec4(0.0, float(j+1), 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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}
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}
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}
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@ -17,6 +17,7 @@ uniform ivec2 uDepthFrameSize;
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uniform vec3 mouse;
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uniform float radiusSquared;
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uniform float elapsed;
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uniform float u_time;
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uniform vec3 uHottest0;
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uniform vec3 uHottest1;
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@ -163,7 +164,7 @@ void main()
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thermo = misc.x;
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}
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else { // wandering
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age += 0.02;
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age += 01.02;
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thermo = misc.x;
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}
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@ -192,7 +193,7 @@ void main()
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if(age < 0.001) { // targetting
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target.w = 0;
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if(random3(pos).x > 2*pow(length(texCoordVarying.st/fraction - uHottest0.st)/15,1)) {
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if(random3(pos + vec3(u_time, 0, 0)).x > 2*pow(length(texCoordVarying.st/fraction - uHottest0.st)/25,0.5)) {
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vec2 h = uHottest1.st;
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vec4 hray = texture(u_world, h);
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float hdepth = -depth * 65535.0;
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@ -201,7 +202,7 @@ void main()
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target.xyz = H + random3(pos) * 3;
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target.w = 1;
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}
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else if(random3(pos).x > 2*pow(length(texCoordVarying.st/fraction - uHottest1.st)/15,1)) {
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else if(random3(pos + vec3(u_time, 0, 0)).x > 2*pow(length(texCoordVarying.st/fraction - uHottest1.st)/25,0.5)) {
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vec2 h = uHottest0.st;
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vec4 hray = texture(u_world, h);
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float hdepth = -depth * 65535.0;
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@ -220,7 +221,7 @@ void main()
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force.x = cos(th) * cos(phi);
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force.y = sin(th) * cos(phi);
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force.z = sin(phi);
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force *= 200 + 200 * simplex3d_fractal(vec3(texCoordVarying, 0.0));
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force *= 100 + 200 * simplex3d_fractal(vec3(texCoordVarying, 0.0));
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}
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// damping
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