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authorMatthew Moulton <30711895+mmoult@users.noreply.github.com>2024-06-07 10:47:17 -0500
committerGitHub <noreply@github.com>2024-06-07 08:47:17 -0700
commit78d34f3b3cec6222f87fc69eddfe66f3fc91b1cf (patch)
tree3e3b2596e401c722de7c84b1e35a923d2051d0a7 /examples/shader-toy/example-effect.slang
parent7c6faf62158eed309f01bbef8a7b88e0c36459c7 (diff)
Improve documentation and example formatting consistency (#4299)
* Improve doc and example consistency Improve consistency of formatting in example shaders and remove trailing spaces in documentation files. Fix minor typos.
Diffstat (limited to 'examples/shader-toy/example-effect.slang')
-rw-r--r--examples/shader-toy/example-effect.slang16
1 files changed, 8 insertions, 8 deletions
diff --git a/examples/shader-toy/example-effect.slang b/examples/shader-toy/example-effect.slang
index 966894a87..a79f53192 100644
--- a/examples/shader-toy/example-effect.slang
+++ b/examples/shader-toy/example-effect.slang
@@ -43,29 +43,29 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord)
float frequency = 5.0f;
vec2 pos = (uv + iTime*vec2(0.25f, 0.0f)) * frequency;
-
+
vec2 center = floor(pos + vec2(0.5));
-
+
float r0 = rand(center.x*3.0f + center.y*7.0f);
float r1 = rand(center.x*7.0f + center.y*13.0f);
float r2 = rand(center.x*13.0f + center.y*3.0f);
-
+
float p = mix(0.0f, 4.0f, r0);
float f = mix(5.0f, 8.0f, r1);
-
+
float a = 0.5f * (1.0f + cos(iTime*f + p));
-
+
float rad0 = mix(0.1, 0.4, r2);
float rad1 = mix(0.2, 0.9, r0);
-
+
float radius = 0.5f*mix(rad0, rad1, a);
vec2 delta = pos - center;
float distance = length(delta);
-
+
fragColor.xyz = vec3(r0, r1, r2);
fragColor.w = 1.0f;
-
+
if(distance > radius) fragColor.xyz = vec3(0.25f);
}