fun with dots

This commit is contained in:
Asuro
2025-02-10 17:57:21 +01:00
parent 16fcfa8af9
commit cbe21bfd78
6 changed files with 68 additions and 22 deletions

View File

@@ -3,16 +3,57 @@ $input v_uv0
#include "common.sh"
float circle(vec2 uv, vec2 center, float size)
float circle(vec2 uv, float radius)
{
vec2 relPos = uv - center;
float distSq = relPos.x * relPos.x + relPos.y * relPos.y;
return sqrt(distSq) <= size ? 1.0 : 0.0;
radius *= 0.8;
float distSq = uv.x * uv.x + uv.y * uv.y;
float result = distSq > radius * radius;
return 1.0 - result;
}
float circles(vec2 uv, float level, float subLevel)
{
vec2 offsetUv = uv + (0.5 + level * 0.5);
vec2 bigUv = (offsetUv % 1.0) - 0.5;
float base = 0.0;
if (subLevel > 0.25)
{
vec2 smallUv = (((offsetUv + 0.25) % 2.0) * 2.0) - 0.5;
base += circle(smallUv, 0.5);
}
if (subLevel > 0.5)
{
vec2 smallUv = (((offsetUv - 0.75) % 2.0) * 2.0) - 0.5;
base += circle(smallUv, 0.5);
}
if (subLevel > 0.75)
{
vec2 smallUv = (((offsetUv + 1.25) % 2.0) * 2.0) - 0.5;
base += circle(smallUv, 0.5);
}
base += circle(bigUv, lerp(0.25, 0.5, 1.0 - subLevel));
return base;
}
void main()
{
// gl_FragColor = circle(v_uv0, vec2(0.5, 0.5), 1.0);
float color = v_uv0.x < 0.5 && v_uv0.y < 0.5;
gl_FragColor = vec4(color, color, color, 1.0);
float2 dx = ddx(v_uv0);
float2 dy = ddy(v_uv0);
float2x2 mat = float2x2(dx, dy);
float4 vectorized = float4(dx, dy);
float qq = dot(vectorized, vectorized);
float rr = determinant(mat);
float discriminantSqr = max(0.0, qq*qq - 4.0*rr*rr);
float discriminant = sqrt(discriminantSqr);
float2 freq = sqrt(float2(qq + discriminant, qq - discriminant) / 2.0);
float spacing = freq.y * exp2(2.0);
spacing *= 128.0; // TODO: check reference to see how to calculate this!
float spacingLog = log2(spacing);
int patternScaleLevel = floor(spacingLog);
float patternFractional = spacingLog - patternScaleLevel;
vec2 uv = v_uv0 * exp2(patternScaleLevel);
gl_FragColor = circles(uv, patternScaleLevel, patternFractional);
}