shader adjustment
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This commit is contained in:
2026-05-08 15:12:48 +10:00
parent bc536bd751
commit 6ea70d9497
2 changed files with 5 additions and 4 deletions

View File

@@ -236,10 +236,10 @@ If `SLANG_ROOT` is not set, the workflow falls back to the repo-local default un
- Support a separate sound shader `.slang` file in shader packages. (https://www.shadertoy.com/view/XsBXWt) - Support a separate sound shader `.slang` file in shader packages. (https://www.shadertoy.com/view/XsBXWt)
- Add WebView2 - Add WebView2
- move to MSDF, typography rasterisation - move to MSDF, typography rasterisation
- better shader search UI - better shader search UI, pass 1
- More comprehensive greenscreen shader - More comprehensive greenscreen shader
- linear compositing? - linear compositing?
- compute shaders or a small 1x1 or nx1 RGBA16f render target for abritary data store - compute shaders or a small 1x1 or nx1 RGBA16f render target for abritary data store
- allow shaders to read other shaders data store based on name? or output over OSC - allow shaders to read other shaders data store based on name? or output over OSC
- Mipmappong needed? - Mipmappong for shader declared textures
- unwrap a fish eyelens and mirror it and map it to equirectangulr for environmnet map purposes - unwrap a fish eyelens and mirror it and map it to equirectangulr for environmnet map purposes

View File

@@ -30,7 +30,8 @@ float4 shadeVideo(ShaderContext context)
float3 direction = normalize(float3(normalizedCoord, 1.0)); float3 direction = normalize(float3(normalizedCoord, 1.0));
float3 origin = float3(seed * 0.4 - 0.2, 0.2 - seed * 0.4, time); float3 origin = float3(seed * 0.4 - 0.2, 0.2 - seed * 0.4, time);
float z = happyNoise(fragCoord + seed * resolution.yx); float edgeAmount = saturate(length(normalizedCoord) * 0.55);
float z = happyNoise(fragCoord + seed * resolution.yx) * lerp(0.22, 0.08, edgeAmount);
float distanceToSurface = 0.0; float distanceToSurface = 0.0;
float4 accumulated = float4(0.0, 0.0, 0.0, 0.0); float4 accumulated = float4(0.0, 0.0, 0.0, 0.0);
float clampedSteps = clamp(raySteps, 1.0, 77.0); float clampedSteps = clamp(raySteps, 1.0, 77.0);
@@ -50,7 +51,7 @@ float4 shadeVideo(ShaderContext context)
float colorSeed = 0.5 * originalPosition.z + length(position - originalPosition); float colorSeed = 0.5 * originalPosition.z + length(position - originalPosition);
float4 palette = 1.0 + sin(colorSeed + float4(0.0, 4.0, 3.0, 6.0)); float4 palette = 1.0 + sin(colorSeed + float4(0.0, 4.0, 3.0, 6.0));
palette /= 0.5 + 2.0 * dot(originalPosition.xy, originalPosition.xy); palette /= 0.55 + 1.55 * dot(originalPosition.xy, originalPosition.xy);
position = abs(frac(position) - 0.5); position = abs(frac(position) - 0.5);
distanceToSurface = abs(min(length(position.xy) - 0.125, min(position.x, position.y) + 0.001)) + 0.001; distanceToSurface = abs(min(length(position.xy) - 0.125, min(position.x, position.y) + 0.001)) + 0.001;