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