shader adjustment
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@@ -236,10 +236,10 @@ If `SLANG_ROOT` is not set, the workflow falls back to the repo-local default un
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- Support a separate sound shader `.slang` file in shader packages. (https://www.shadertoy.com/view/XsBXWt)
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- Support a separate sound shader `.slang` file in shader packages. (https://www.shadertoy.com/view/XsBXWt)
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- Add WebView2
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- Add WebView2
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- move to MSDF, typography rasterisation
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- move to MSDF, typography rasterisation
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- better shader search UI
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- better shader search UI, pass 1
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- More comprehensive greenscreen shader
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- More comprehensive greenscreen shader
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- linear compositing?
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- linear compositing?
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- compute shaders or a small 1x1 or nx1 RGBA16f render target for abritary data store
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- compute shaders or a small 1x1 or nx1 RGBA16f render target for abritary data store
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- allow shaders to read other shaders data store based on name? or output over OSC
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- allow shaders to read other shaders data store based on name? or output over OSC
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- Mipmappong needed?
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- Mipmappong for shader declared textures
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- unwrap a fish eyelens and mirror it and map it to equirectangulr for environmnet map purposes
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- unwrap a fish eyelens and mirror it and map it to equirectangulr for environmnet map purposes
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@@ -30,7 +30,8 @@ float4 shadeVideo(ShaderContext context)
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float3 direction = normalize(float3(normalizedCoord, 1.0));
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float3 direction = normalize(float3(normalizedCoord, 1.0));
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float3 origin = float3(seed * 0.4 - 0.2, 0.2 - seed * 0.4, time);
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float3 origin = float3(seed * 0.4 - 0.2, 0.2 - seed * 0.4, time);
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float z = happyNoise(fragCoord + seed * resolution.yx);
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float edgeAmount = saturate(length(normalizedCoord) * 0.55);
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float z = happyNoise(fragCoord + seed * resolution.yx) * lerp(0.22, 0.08, edgeAmount);
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float distanceToSurface = 0.0;
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float distanceToSurface = 0.0;
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float4 accumulated = float4(0.0, 0.0, 0.0, 0.0);
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float4 accumulated = float4(0.0, 0.0, 0.0, 0.0);
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float clampedSteps = clamp(raySteps, 1.0, 77.0);
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float clampedSteps = clamp(raySteps, 1.0, 77.0);
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@@ -50,7 +51,7 @@ float4 shadeVideo(ShaderContext context)
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float colorSeed = 0.5 * originalPosition.z + length(position - originalPosition);
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float colorSeed = 0.5 * originalPosition.z + length(position - originalPosition);
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float4 palette = 1.0 + sin(colorSeed + float4(0.0, 4.0, 3.0, 6.0));
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float4 palette = 1.0 + sin(colorSeed + float4(0.0, 4.0, 3.0, 6.0));
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palette /= 0.5 + 2.0 * dot(originalPosition.xy, originalPosition.xy);
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palette /= 0.55 + 1.55 * dot(originalPosition.xy, originalPosition.xy);
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position = abs(frac(position) - 0.5);
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position = abs(frac(position) - 0.5);
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distanceToSurface = abs(min(length(position.xy) - 0.125, min(position.x, position.y) + 0.001)) + 0.001;
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distanceToSurface = abs(min(length(position.xy) - 0.125, min(position.x, position.y) + 0.001)) + 0.001;
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