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December 16, 2024 19:47
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Save w0wca7a/183b73a821cdbb5b218e05af27b6fa7e to your computer and use it in GitHub Desktop.
Stride shader like https://www.shadertoy.com/view/wd3SDH
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shader Training1 : ComputeColor, Texturing | |
{ | |
override float4 Compute() | |
{ | |
//float r,g,b; | |
float r = 0.2f; | |
float g = 0.2f; | |
float b = 0.57f; | |
float time = (Global.Time) * 4.0f; | |
float ot1 = 5.0f; | |
float ot3 = 2.0f; | |
float ot5 = 0.1f; | |
float ot7 = 0.01f; | |
float ot9 = 0.025f; | |
float Q = 5000.0f; | |
float2 uv = streams.TexCoord.xy; | |
float amnt; | |
float nd; | |
float ip; | |
float alpha; | |
float4 cbuff = 0.0f; | |
for(float i = 0.0; i < 10.0; i++) | |
{ | |
ip = i - 2.0f; | |
nd = 1.0f/4.0f * ot1 * sin(uv.x * 2.0f * 3.14f + ip * 0.4f + time * 0.05f)/2.0f; | |
nd += 1.0f/4.0f * ot3 * sin(3.0f * uv.x * 2.0f * 3.14f + ip * 0.4f)/2.0f; | |
nd += 1.0f/4.0f * ot5 * sin(5.0f * uv.x * 2.0f * 3.14f + ip * 0.4f)/2.0f; | |
nd += 1.0f/4.0f * ot7 * sin(7.0f * uv.x * 2.0f * 3.14f + ip * 0.4f)/2.0f; | |
nd /= 5.0f; | |
nd += 0.5f; | |
amnt = 1.0f/abs(nd - uv.y) * 0.01f; | |
amnt = smoothstep(0.01f, 0.5f + 10.0f * uv.y, amnt) * 5.5f; | |
alpha = (10.0f - i)/5.0f; | |
cbuff += float4(amnt * alpha * 0.3f, amnt * 0.3f * alpha, amnt * uv.y * alpha, 0.0f) ; | |
} | |
return float4(cbuff.x * r, cbuff.y * g, cbuff.z * b ,1.0f); | |
} | |
}; |
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