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float fract(float a) { | |
return a - floor(a); | |
} | |
point fract(point p) { | |
return point(fract(p[0]), fract(p[1]), fract(p[2])); | |
} | |
float lerp(float a, float b, float t) { | |
return (1 - t) * a + t * b; | |
} | |
float hash21(point p) { | |
p = fract(p*point(123.34, 456.21, 0.)); | |
p += dot(p, p+45.32); | |
return fract(p[0] * p[1]); | |
} | |
shader zigzag( | |
point p = P, | |
float scale = 1., | |
float scale_y = 1., | |
float add_y = 1., | |
output color Color = (0.0), | |
) { | |
int id_x = int(p[0] * scale); | |
float x = fract(p[0] * scale); | |
float y = (p[1] + add_y) * scale_y; | |
float z = p[2]; | |
int up_or_down = id_x % 2; | |
point cur; | |
point prev; | |
if (up_or_down) { | |
cur = hash21(point(id_x, id_x, id_x)) * -1; | |
prev = hash21(point(id_x-1, id_x-1, id_x-1)); | |
} else { | |
cur = hash21(point(id_x, id_x, id_x)); | |
prev = hash21(point(id_x-1 , id_x-1, id_x-1)) * -1; | |
} | |
y += lerp(prev[0]-.5, cur[0]-.5, x); | |
Color = y; | |
} |
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