我的问题是:这是否意味着SpriteKit中使用的自定义着色器现在应该用金属编写?我试图找出如何重写fractal.fsh着色器代码,在第一个链接中提到的金属,但我还没有找到任何资源,关于如何将现有的自定义OpenGL S转换为金属。那么,如果SKShader对象持有自定义的OpenGL ES片段着色器,那么在取消对OpenGL ES的支持之后 浏...
/// Fractal Brownian motion. /// /// Refer to: /// EN:https://thebookofshaders.com/13/ /// JP:https://thebookofshaders.com/13/?lan=jp /// float fbm(vec3 p) { float f; f = 0.5000 * noise(p); p = m * p * 2.02; f += 0.2500 * noise(p); p = m * p * 2.03...
/// Fractal Brownian motion. /// /// Refer to: /// EN: https://thebookofshaders.com/13/ /// JP: https://thebookofshaders.com/13/?lan=jp /// floatfbm(vec3 p) { floatf; f =0.5000* noise(p); p = m * p *2.02; f +=0.2500* noise(p); p = m * p *2.03; f +=...
Repository files navigation README License PySpace GLSL Fractal Ray Marcher in Python Installation pip install -r requirements.txt Videos Overview: https://youtu.be/svLzmFuSBhk Examples: https://youtu.be/N8WWodGk9-g ODS Demo: https://youtu.be/yJyp7zEGKaUAbout...
// Mix of fractal noises to simulate fog float clouds(vec2 uv) { vec2 t = vec2(0,iTime); float c1 = fbm(fbm(uv*3.0)*0.75+uv*3.0+t/3.0); float c2 = fbm(fbm(uv*2.0)*0.5+uv*7.0+t/3.0); float c3 = fbm(fbm(uv*10.0-t)*0.75+uv*5.0+t/6.0); float r = mix(...
Generators Redux October 14, 2013 So what does 291 lines of WebGL shader code buy you these days? How about a full 3D fly-through of a fractal constructed ancient temple styled structure, with pulsating beams of light running up and down the vibrating columns. Add …Continue reading→ ...
"Flow noise" is a neat trick for 2-D noise, where you rotate the gradients at the grid points and displace later terms in a fractal sum by the accumulated gradients of previous terms. It's a cheat with no strong connection to physics, but it can create a visual impression of turbulent...
//Fractal Brownian Motion floatfbm(vec2 p) { float v = 0.0, f = 1.0, a = 0.5; for(int i = 0;i < 5; i++) { v += noise(p * f) * a; 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16.
// Mix of fractal noises to simulate fog floatclouds(vec2 uv) { vec2 t = vec2(0,iTime); float c1 = fbm(fbm(uv*3.0)*0.75+uv*3.0+t/3.0); float c2 = fbm(fbm(uv*2.0)*0.5+uv*7.0+t/3.0); float c3 = fbm(fbm(uv*10.0-t)*0.75+uv*5.0+t/6.0); ...
gl_FragColor=vec4(0,0,0,1); //background color } } I also added in thecode sample packtwo variations or the Menger sponge fractal: theMenger Journeyand theMenger Tower: Menger Journey Menger Tower Related posts: Building Worlds With Distance Functions in GLSL (Raymarching)...