/// <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); }
// A standard square grid 2D blobby Truchet routine: Render circles // in opposite corners of a tile, reverse the pattern on alternate // checker tiles, and randomly rotate. private static float Truchet(Float2 p) { const float sc = 0.5f; Float2 ip = Hlsl.Floor(p / sc) + 0.5f; p -= ip * sc; float rnd = Hlsl.Frac(Hlsl.Sin(Hlsl.Dot(ip, new Float2(1, 113))) * 45758.5453f); if (rnd < .5) { p.Y = -p.Y; } float d = Hlsl.Min(Distance(p - 0.5f * sc), Distance(p + 0.5f * sc)) - 0.5f * sc; if (SHAPE == 4) { d += (0.5f - 0.5f / Hlsl.Sqrt(2.0f)) * sc; } if (rnd < 0.5f) { d = -d; } if (Mod(ip.X + ip.Y, 2.0f) < 0.5f) { d = -d; } return(d - 0.03f); }
/// <inheritdoc/> public float4 Execute() { float2 scenePos = D2D.GetScenePosition().XY; float xo = scenePos.X - (this.width >> 1); float yo = scenePos.Y - (this.height >> 1); float rm = 0.5f * this.diameter; float km = 0.7f / this.diameter * MathF.PI; float w = rm / 10.0f; float yd = yo * yo; float xd = xo * xo; float d = xd + yd; float v = 1.0f + (1.0f + Hlsl.Tanh((rm - Hlsl.Sqrt(d)) / w)) * Hlsl.Sin(km * d) * 0.5f; return(new Float4(v, v, v, 1.0f)); }