70 lines
2.1 KiB
GLSL
70 lines
2.1 KiB
GLSL
Shader "CrispyPin/Loops"
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{
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Properties{}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Cull Front
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define MAX_STEPS 128
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#define MAX_DIST 128
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#define SURF_DIST 0.01
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#define SCENE_FN main
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#define SCENE_SCALE 0.045
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#define DISCARD_ON_MISS
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#include "lib/libgarbage.cginc"
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float flatsin(float t, float period = 2, float transition = 0.5, float bias = 0) {
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// period 2
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// smoothstep(0.25, 0.75, abs(mod(x -0.75, 2) - 1))
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// period 4
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// smoothstep(0.75, 1.25, abs(mod(x -1.25, 4) - 2))
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float start = (period/2-transition)/2;
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return smoothstep(start - bias, start + transition - bias, abs(fmod(t - start - transition - bias, period) - period/2));
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}
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SurfacePoint Loop(float3 p, Material m = DEFAULT_MAT) {
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return qSub(mBox(p, float3(2, 4, 6), m), mBox(p, float3(3, 2, 4)));
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}
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Material lCol(float t) {
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Material mA = mat(1, .5, .2);
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Material mB = mat(.2, .5, 1);
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return mixMat(mA, mB, flatsin(t, 6, 0.5, 1));
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}
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SurfacePoint main(float3 p) {
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SurfacePoint d;
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float t = _Time.y;
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Material mA = mat(1, .5, .2);
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Material mB = mat(.2, .5, 1);
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Material mCenter = mixMat(mA, mB, flatsin(t, 3, 0.5, .25));
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d = Loop(p -float3( 0, 0,flatsin(t )*8 -4),mCenter);
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d = qUnion(d,Loop(p.yzx-float3( 0, 4,flatsin(t+1.5)*8 -4),lCol(t+2.5)));
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d = qUnion(d,Loop(p.zxy-float3( 4, 4,flatsin(t+1 )*8 -4),lCol(t+2)));
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d = qUnion(d,Loop(p -float3( 4, 4,flatsin(t+1.5)*8 ),lCol(t+1.5)));
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d = qUnion(d,Loop(p.yzx-float3( 4, 0,flatsin(t+1 )*8 ),lCol(t+1)));
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d = qUnion(d,Loop(p.zxy-float3( 0, 0,flatsin(t+0.5)*8 ),lCol(t+0.5)));
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d = qUnion(d,Loop(p.yzx-float3( 0,-4,flatsin(t+1.5)*8 -4),lCol(t-0.5)));
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d = qUnion(d,Loop(p.zxy-float3(-4,-4,flatsin(t+1 )*8 -4),lCol(t-1)));
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d = qUnion(d,Loop(p -float3(-4,-4,flatsin(t+1.5)*8 -8),lCol(t-1.5)));
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d = qUnion(d,Loop(p.yzx-float3(-4, 0,flatsin(t+1 )*8 -8),lCol(t-2)));
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d = qUnion(d,Loop(p.zxy-float3( 0, 0,flatsin(t+0.5)*8 -8),lCol(t-2.5)));
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return d;
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}
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ENDCG
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}
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}
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}
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