released on steam, adding genedrive

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ntr committed 2022-06-03 15:04:50 +10:00
1 parent d36158bc48
commit 373baed62b
42 files changed
+5905 -318

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+18 -14
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@@ -6,9 +6,9 @@ Shader "FullScreen/Botany"
_ThemeTexture("ThemeTexture", 2D) = "white" {}
_SpectrumSize("SpectrumSize", float) = 16
_Zoom("Zoom", range(1, 10)) = 5
_Wildness("Wildness", range(0.2, 2.0)) = 0.8
_Brightness("Brightness", range(1, 10)) = 4.0
_Grid("Grid", range(3, 10)) = 5
_Iterations("Iterations", range(1, 10)) = 6
_Resonance("Resonance", range(0, 3)) = 1
}
HLSLINCLUDE
@@ -22,9 +22,10 @@ Shader "FullScreen/Botany"
// here we go...
sampler2D _SpectrumTexture;
sampler2D _ThemeTexture;
float _Zoom;
float _Wildness;
float _Brightness;
float _Resonance;
float _Grid;
float _Iterations;
float material;
float time;
@@ -50,7 +51,7 @@ Shader "FullScreen/Botany"
// Inigo Quilez
// https://iquilezles.org/articles/distfunctions
float smin(float d1, float d2, float k) {
float h = clamp(0.5 + bass * (d2-d1) / k, 0.0, 1.0);
float h = clamp(0.5 + 0.5 * (d2-d1) / k, 0.0, 1.0);
return lerp(d2, d1, h) - k*h*(1.0-h);
}
@@ -74,7 +75,7 @@ Shader "FullScreen/Botany"
float t = time * 1.0 + rng * 2.9;
// domain repetition
float3 grid = float3(_Zoom, _Zoom, _Zoom);
float3 grid = float3(_Grid, _Grid, _Grid);
float3 cell = floor(p/grid);
p = repeat(p, grid);
@@ -88,18 +89,17 @@ Shader "FullScreen/Botany"
float size = sin(rng*3.14);
// stretch sphere
float wave = sin(-dp*1.+t+hash13(cell)*6.28)*.5;
// float wave = sin(-dp*1.+t+hash13(cell)*6.28)*.5;
float wave = sin(-dp*_Resonance+t+hash13(cell)*6.28);
// kaleidoscopic iterated function
const int count = 4;
// float a = 1.0;
float a = 2.0;
float scene = 1000.0;
float shape = 1000.0;
for (int index = 0; index < count; ++index) {
for (int index = 0; index < _Iterations; ++index) {
// fold and translate
p.xz = abs(p.xz) - (_Wildness + wave) * a;
// p.xz = abs(p.xz) - (0.5 + wave) * a;
// p.xz = abs(p.xz) - (_Iterations + wave) * a;
p.xz = abs(p.xz) - (0.5 + wave) * a;
// rotate
// p.xz = mul(rot(angle.y/a), p.xz);
@@ -205,6 +205,10 @@ Shader "FullScreen/Botany"
// pixel color
colour.rgb = (tint + light) * shade;
// camera fade
colour = colour * step(3.0, length(pos));
// temporal buffer
// colour = max(colour, texture(iChannel0, fragCoord/iResolution.xy) - 0.01);