Created
October 18, 2019 12:20
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const Diagnostics = require('Diagnostics'); | |
const Scene = require('Scene'); | |
const Shaders = require('Shaders'); | |
const Materials = require("Materials"); | |
const R = require("Reactive"); | |
const CameraInfo = require('CameraInfo'); | |
const Textures = require('Textures'); | |
const Time = require('Time'); | |
const mat = Materials.get("material0"); | |
const cameraTexture = Textures.get("cameraTexture0"); | |
const cameraColor = cameraTexture.signal; | |
// get the texture coordinates in fragment stage | |
const texcoords = Shaders.fragmentStage(Shaders.vertexAttribute({'variableName': Shaders.VertexAttribute.TEX_COORDS})); | |
var color = R.pack4(1,0,0,1); | |
var sampled = Shaders.textureSampler(cameraColor, | |
greaterThenSignal(texcoords.y,0.5, texcoords, mirrorSignal(0.5, sampled, texcoords, Time.ms))); | |
// set texture to sampled | |
const textureSlot = Shaders.DefaultMaterialTextures.DIFFUSE | |
mat.setTexture(sampled, {textureSlotName: textureSlot}); | |
function greaterThenSignal(shadersignal, value, leftSignal, rightSignal) { | |
var step = R.step(shadersignal, value); | |
return R.mix(leftSignal, rightSignal, step); | |
} | |
function mirrorSignal(mirrorPosition, textureColor, uvs, time) { | |
const pixelSizeX = R.div(1,CameraInfo.previewSize.width); | |
const pixelSizeY = R.div(1,CameraInfo.previewSize.height); | |
var distanceFromMirror = R.sub(mirrorPosition, uvs.y); | |
var sine = R.sin(R.add(R.mul(time,0.01),R.mul(R.log(distanceFromMirror),40))); | |
var dy = R.mul(30, sine); | |
var dx = R.val(0); | |
dy = R.mul(dy, distanceFromMirror); | |
var offsetX = R.mul(pixelSizeX, dx); | |
var offsetY = R.mul(pixelSizeY, dy); | |
const newUV = R.pack2( | |
R.add(texcoords.x, offsetX), | |
R.add(R.sub(1, texcoords.y), offsetY) | |
); | |
return newUV; | |
} |
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Hey! Thanks for this snippet, it pointed me in the right direction. One question though: would there be any chance to sample a texture on a specific point in time?