Beispiel #1
0
    /// <inheritdoc/>
    public float4 Execute()
    {
        float2 position = ((float2)(256 * ThreadIds.XY)) / DispatchSize.X + time;
        float4 color    = 0;

        for (int i = 0; i < 6; i++)
        {
            float2 a = Hlsl.Floor(position);
            float2 b = Hlsl.Frac(position);
            float4 w = Hlsl.Frac(
                (Hlsl.Sin(a.X * 7 + 31.0f * a.Y + 0.01f * time) +
                 new float4(0.035f, 0.01f, 0, 0.7f))
                * 13.545317f);

            color.XYZ += w.XYZ *
                         2.0f * Hlsl.SmoothStep(0.45f, 0.55f, w.W) *
                         Hlsl.Sqrt(16.0f * b.X * b.Y * (1.0f - b.X) * (1.0f - b.Y));

            position /= 2.0f;
            color    /= 2.0f;
        }

        color.XYZ = Hlsl.Pow(color.XYZ, new float3(0.7f, 0.8f, 0.5f));
        color.W   = 1.0f;

        return(color);
    }
Beispiel #2
0
    /// <inheritdoc/>
    public float4 Execute()
    {
        float2 uv  = (ThreadIds.XY - (float2)DispatchSize.XY * 0.5f) / DispatchSize.Y;
        float3 col = 0;
        float  t   = time * 0.3f;

        for (float i = 0.0f; i <= 1.0f; i += 1.0f / NumberOfLayers)
        {
            float d = Hlsl.Frac(i + t);
            float s = Hlsl.Lerp(5.0f, 0.5f, d);
            float f = d * Hlsl.SmoothStep(1.0f, 0.9f, d);

            col += Tex(new float3(uv.X * s, uv.Y * s, i * 4.0f)).XYZ *f;
        }

        col /= NumberOfLayers;
        col *= new float3(2, 1.0f, 2.0f);
        col  = Hlsl.Pow(col, 0.5f);

        return(new(col.X, col.Y, col.Z, 1.0f));
    }
        // The scene's distance function: There'd be faster ways to do this, but it's
        // more readable this way. Plus, this  is a pretty simple scene, so it's
        // efficient enough.
        private static float M(Float3 p)
        {
            float fl  = -p.Z;
            float obj = Truchet(p.XY);

            obj = Hlsl.Max(obj, Hlsl.Abs(p.Z) - 0.125f) - Hlsl.SmoothStep(0.03f, 0.25f, -obj) * 0.1f;

            float       studs = 1e5f;
            const float sc    = 0.5f;
            Float2      q     = p.XY + 0.5f * sc;
            Float2      iq    = Hlsl.Floor(q / sc) + 0.5f;

            q -= iq * sc;

            if (Mod(iq.X + iq.Y, 2.0f) > 0.5f)
            {
                studs = Hlsl.Max(Hlsl.Length(q) - 0.1f * sc - 0.02f, Hlsl.Abs(p.Z) - 0.26f);
            }

            objID = fl < obj && fl < studs ? 0 : obj < studs ? 1 : 2;

            return(Hlsl.Min(Hlsl.Min(fl, obj), studs));
        }