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@@ -6,9 +6,11 @@ $input v_uv0
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float circle(vec2 uv, float radius)
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{
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float distSq = uv.x * uv.x + uv.y * uv.y;
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float result = distSq / (radius * radius);
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return result < 1.0;
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// return clamp(1.0 - result, 0.0, 1.0);
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// float result = distSq / (radius * radius);
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float result = sqrt(distSq) / radius / 2;
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// float result = sqrt(distSq) / radius;
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// return result < 1.0;
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return clamp(1.0 - result, 0.0, 1.0);
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}
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float circles(vec2 uv, float level, float subLevel)
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@@ -25,18 +27,23 @@ float circles(vec2 uv, float level, float subLevel)
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float step3 = clamp(step - 2, 0.0, 1.0);
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float sum = 0.0;
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sum += circle(baseUv, lerp(0.5, 0.25, subLevel));
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sum += circle(step1Uv, 0.25 * step1);
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sum += circle(step2Uv, 0.25 * step2);
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sum += circle(step3Uv, 0.25 * step3);
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// sum += circle(baseUv, lerp(0.5, 0.25, subLevel));
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// sum += circle(step1Uv, 0.25 * step1);
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// sum += circle(step2Uv, 0.25 * step2);
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// sum += circle(step3Uv, 0.25 * step3);
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sum = circle(baseUv, lerp(0.5, 0.25, subLevel));
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sum = max(sum, circle(step1Uv, 0.25 * step1));
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sum = max(sum, circle(step2Uv, 0.25 * step2));
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sum = max(sum, circle(step3Uv, 0.25 * step3));
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return min(sum, 1.0);
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}
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void main()
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{
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float2 dx = ddx(v_uv0);
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float2 dy = ddy(v_uv0);
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float baseScale = 4.0;
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float2 dx = ddx(v_uv0 * baseScale);
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float2 dy = ddy(v_uv0 * baseScale);
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float2x2 mat = float2x2(dx, dy);
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float4 vectorized = float4(dx, dy);
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float qq = dot(vectorized, vectorized);
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@@ -47,7 +54,7 @@ void main()
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float spacing = freq.y * exp2(2.0);
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spacing *= 128.0; // TODO: check reference to see how to calculate this!
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float spacingLog = log2(spacing);
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float spacingLog = max(log2(spacing), 1.0);
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int patternScaleLevel = floor(spacingLog);
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float patternFractional = spacingLog - patternScaleLevel;
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