Exemplo n.º 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);
    }
        // 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);
        }
Exemplo n.º 3
0
    /// <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));
    }