Created
March 15, 2019 14:50
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GLSL
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vec3 anim( float t, vec3 s, vec3 e){ | |
// Добавил небольшую паузу перед стартом | |
float X = (1.0-t)*rand( vec2(s.y,e.z )) + t * 1.0; | |
t = t*X; | |
// | |
float x = pow((1.0-t), 2.) * s.x + 2. * (1. - t) * t * rand( vec2(s.y,e.z )) + pow( t, 2.) * e.x; | |
float y = pow((1.0-t), 2.) * s.y + 2. * (1. - t) * t * rand( vec2(s.x,e.z )) + pow( t, 2.) * e.y; | |
float z = pow((1.0-t), 2.) * s.z + 2. * (1. - t) * t * rand( vec2(s.y,e.x )) + pow( t, 2.) * e.z; | |
return vec3(x, y, z); | |
} |
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