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Helpers.glsl
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Helpers.glsl
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#define PI 3.1415926535
#define TWO_PI 6.283185307
// 1-dimensional graphing
float plot( vec2 xy, float amt){
if( amt > xy.y - 0.006 && amt < xy.y + 0.006) return 1.0;
return 0.;
}
// rgb & hsb conversions
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
// random number generator (2D)
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))*43758.5453123);
}
vec4 grid( vec2 xy, float size ){
vec2 xy0 = xy * dimensions;
return fract(xy0);
}
vec2 gridWithReflections( vec2 xy, vec2 dimensions){
vec2 xy0 = xy;
xy *= dimensions;
vec2 ij = floor(xy);
if( mod(ij.x, 2.) == 0.){
xy.x = 1.0-xy.x;
}
if( mod(ij.y, 2.) == 0.){
xy.y = 1.0-xy.y;
}
return fract(xy);
}
// just like processing!!
float map( float val, float inMin, float inMax, float outMin, float outMax){
float pct = (val-inMin)/(inMax-inMin);
pct = clamp( pct, 0.0, 1.0);
return pct * (outMax-outMin) + outMin;
}
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
// 2D simplex noise (signed: [-1,-1])
float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
// 2D simplex noise (unsigned: [0, 1])
float snoiseu( vec2 xy){
return snoise( xy ) * 0.5 + 0.5;
}
// draw a rectangle @ xy
float rectangle( vec2 xy, float size );