Created
May 10, 2020 17:00
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shader | |
Padding(float freq1 = 10, | |
float freq2 = 10, | |
float maxB = .25, | |
color minColor = color(0,0,0), | |
color maxColor = color(1,1,1), | |
float s = 0 [[int lockgeom = 0]], | |
float t = 0 [[int lockgeom = 0]], | |
output color resultRGB1 = 0, | |
output color resultRGB2 = 0, | |
output color resultRGB3 = 0) | |
{ | |
float sinval = sin(s * 2 * M_PI * freq1); | |
// Remap from -1 to +1 to 0 to 1 | |
float alpha = (sinval + 1) * .5; | |
resultRGB1 = mix(minColor, maxColor, alpha); | |
point p = transform("world", P); | |
float blend = smoothstep(freq1, freq2, p[1]); | |
resultRGB2 = mix(minColor, resultRGB1, blend); | |
// float blend2 = smoothstep(freq1, freq2, s); | |
resultRGB3 = mix(sinval, resultRGB2, blend); | |
} |
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