-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
-
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
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using UnityEngine; | |
namespace TerrorSquid.Collisions { | |
public static class CoordsRadius1 { | |
public static readonly Vector3[] coords = { | |
new Vector3(-1, -1, -1).normalized, | |
new Vector3(0, -1, -1).normalized, | |
new Vector3(1, -1, -1).normalized, | |
new Vector3(-1, -1, 0).normalized, |
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using System; | |
namespace Kryz.Tweening | |
{ | |
// Made with the help of this great post: https://joshondesign.com/2013/03/01/improvedEasingEquations | |
// --------------------------------- Other Related Links -------------------------------------------------------------------- | |
// Original equations, bad formulation: https://github.com/danro/jquery-easing/blob/master/jquery.easing.js | |
// A few equations, very simplified: https://gist.github.com/gre/1650294 | |
// Easings.net equations, simplified: https://github.com/ai/easings.net/blob/master/src/easings/easingsFunctions.ts |
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#ifndef TRICUBIC_INCLUDED | |
#define TRICUBIC_INCLUDED | |
float4 Cubic(float v) | |
{ | |
float4 n = float4(1.0, 2.0, 3.0, 4.0) - v; | |
float4 s = n * n * n; | |
float x = s.x; | |
float y = s.y - 4.0 * s.x; | |
float z = s.z - 4.0 * s.y + 6.0 * s.x; |
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Shader "Mobile VR Highlight" { | |
Properties { | |
_ColorOutline ("Outline", Color) = (1,1,1,1) | |
_ColorInterior ("Interior", Color) = (0.25,0.25,0.25,0.25) | |
_ColorInteriorFaded ("Interior Faded", Color) = (0.1,0.1,0.1,0.1) | |
_ColorInteriorOcc ("Interior Occluded", Color) = (0.15,0.15,0.15,0.15) | |
_ColorInteriorOccFaded ("Interior Occluded Faded", Color) = (0.05,0.05,0.05,0.05) | |
_PulseRateMod ("Pulse Rate Modifier", Float) = 4.0 | |
_OutlneWidth ("Outline Pixel Width", Float) = 1.0 | |
} |
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// GLFW and OpenGL example with very verbose comments and links to documentation for learning | |
// By Soren Saket | |
// semi-colons ; are not requied in odin | |
// | |
// Every Odin script belongs to a package | |
// Define the package with the package [packageName] statement | |
// The main package name is reserved for the program entry point package | |
// You cannot have two different packages in the same directory |
- Copy/paste
rlmu.odin
into an rlmu/ folder in your Odin project - Import rlmu package
import "rlmu"
- Import microui package
import mu "vendor:microui"
- Call rlmu lifecycle procs like so:
main :: proc() {
rl.SetWindowState({ rl.ConfigFlag.WINDOW_RESIZABLE })
rl.InitWindow(720, 600, "Odin/Raylib/microui Demo")
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