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vec4 $bars(vec4 m, vec2 uv) { | ||
vec4 color = vec4(0.); | ||
float inc = 1. / 4.; | ||
for(float j=0.;j<4.;j++) { | ||
float v = m.x; | ||
m.xyzw = m.yzwx; | ||
color.xyzw = color.yzwx; | ||
if(uv.x < j * inc || uv.x >= (j + 1.) * inc) { | ||
continue; | ||
} | ||
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||
if(uv.y > v){ | ||
color.w = 0.2; | ||
continue; | ||
} | ||
color.w = 1.0; | ||
} | ||
if(color.a == 0.2) color.rgb = vec3(0.2); | ||
else if(color.a == 1.0) color.rgb = vec3(1.); | ||
color.a = 1.0; | ||
return color; | ||
} |
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// worley noise from glslify | ||
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vec3 $permute(vec3 x) { | ||
return mod((34.0 * x + 1.0) * x, 289.0); | ||
} | ||
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vec3 $dist(vec3 x, vec3 y, bool manhattandistance) { | ||
return manhattandistance ? abs(x) + abs(y) : (x * x + y * y); | ||
} | ||
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vec2 $noise(vec2 P, float jitter, bool manhattandistance) { | ||
float K= 0.142857142857; // 1/7 | ||
float Ko= 0.428571428571 ;// 3/7 | ||
vec2 Pi = mod(floor(P), 289.0); | ||
vec2 Pf = fract(P); | ||
vec3 oi = vec3(-1.0, 0.0, 1.0); | ||
vec3 of = vec3(-0.5, 0.5, 1.5); | ||
vec3 px = $permute(Pi.x + oi); | ||
vec3 p = $permute(px.x + Pi.y + oi); // p11, p12, p13 | ||
vec3 ox = fract(p*K) - Ko; | ||
vec3 oy = mod(floor(p*K),7.0)*K - Ko; | ||
vec3 dx = Pf.x + 0.5 + jitter*ox; | ||
vec3 dy = Pf.y - of + jitter*oy; | ||
vec3 d1 = $dist(dx,dy, manhattandistance); // d11, d12 and d13, squared | ||
p = $permute(px.y + Pi.y + oi); // p21, p22, p23 | ||
ox = fract(p*K) - Ko; | ||
oy = mod(floor(p*K),7.0)*K - Ko; | ||
dx = Pf.x - 0.5 + jitter*ox; | ||
dy = Pf.y - of + jitter*oy; | ||
vec3 d2 = $dist(dx,dy, manhattandistance); // d21, d22 and d23, squared | ||
p = $permute(px.z + Pi.y + oi); // p31, p32, p33 | ||
ox = fract(p*K) - Ko; | ||
oy = mod(floor(p*K),7.0)*K - Ko; | ||
dx = Pf.x - 1.5 + jitter*ox; | ||
dy = Pf.y - of + jitter*oy; | ||
vec3 d3 = $dist(dx,dy, manhattandistance); // d31, d32 and d33, squared | ||
// Sort out the two smallest distances (F1, F2) | ||
vec3 d1a = min(d1, d2); | ||
d2 = max(d1, d2); // Swap to keep candidates for F2 | ||
d2 = min(d2, d3); // neither F1 nor F2 are now in d3 | ||
d1 = min(d1a, d2); // F1 is now in d1 | ||
d2 = max(d1a, d2); // Swap to keep candidates for F2 | ||
d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; // Swap if smaller | ||
d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; // F1 is in d1.x | ||
d1.yz = min(d1.yz, d2.yz); // F2 is now not in d2.yz | ||
d1.y = min(d1.y, d1.z); // nor in d1.z | ||
d1.y = min(d1.y, d2.x); // F2 is in d1.y, we're done. | ||
return sqrt(d1.xy); | ||
} |
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