// 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 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); }
// float2 to float2 hash. private float2 Hash22(float2 p) { float n = Hlsl.Sin(Hlsl.Dot(p, new float2(1, 113))); p = Hlsl.Frac(new float2(262144, 32768) * n); return(Hlsl.Sin(p * 6.2831853f + time)); }
/// <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)); }
// Fast hash for a pair of floats static float Hash21(float2 p) { return(Hlsl.Frac(Hlsl.Sin(Hlsl.Dot(p, new float2(27.619f, 57.583f))) * 43758.5453f)); }
// float2 to float2 hash. private static float2 Hash22B(float2 p) { float n = Hlsl.Sin(Hlsl.Dot(p, new float2(41, 289))); return(Hlsl.Frac(new float2(262144, 32768) * n) * 2.0f - 1.0f); }
// float3 to float hash. private static float Hash21(float2 p) { return(Hlsl.Frac(Hlsl.Sin(Hlsl.Dot(p, new float2(41, 289))) * 45758.5453f)); }