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glslスニペット
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// 距離に応じたフォグ | |
// rLenがカメラと衝突点との距離 | |
float fogCoef = 0.03; | |
float fogAmount = 1.0 - exp(-rLen * fogCoef); | |
vec3 fogColor = vec3(0.9, 0.6, 0.7); | |
gl_FragColor = vec4(mix(color, fogColor, fogAmount), 1.0); |
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// 無限に続く柱 | |
// 11行目のabs(p.y)をp.yに変えればy<0方向にも伸びる | |
vec3 repeat(vec3 p, float interval){ | |
float x = mod(p.x, interval) - interval * 0.5; | |
float y = p.y; | |
float z = mod(p.z, interval) - interval * 0.5; | |
return vec3(x, y, z); | |
} | |
float distBox(vec3 p, float interval, float width){ | |
vec3 q = abs(repeat(p, interval)) - vec3(width, abs(p.y), width); | |
return length(max(q, 0.0)); | |
} |
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// sinc関数を利用したカメラシェイク | |
// speed=角速度の倍率、cycleSec=振動の周期(sinc関数の使う範囲) | |
// speed=3.0、cycleSec=6.0だと、-6.0*PI~6.0*PIの範囲を3倍角速度で使うので実際には2sごとに揺れる | |
// 範囲を狭めれば恒常的に揺れることになる | |
float sinc(float x){ | |
return sin(PI * x) / (PI * x); | |
} | |
float sincWave(float speed, float cycleSec){ | |
return sinc(mod(time * speed * PI, cycleSec * PI) - cycleSec * 0.5 * PI); | |
} |
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// 距離(rayStep)に応じた疑似フォグ | |
gl_FragColor = vec4(color + (stepCount / float(maxRayStep)), 1.0); |
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