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- shader
- flakes
- (
- float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]],
- float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]],
- float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]],
- float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]],
- point proj = point(u, v, 0) [[string label = "Projection"]],
- output color result = 1.0
- )
- {
- float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0);
- vector cellCenters[9] = {
- vector( 0.5, 0.5, 0.0),
- vector( 1.5, 0.5, 0.0),
- vector( 1.5, 1.5, 0.0),
- vector( 0.5, 1.5, 0.0),
- vector(-0.5, 1.5, 0.0),
- vector(-0.5, 0.5, 0.0),
- vector(-0.5, -0.5, 0.0),
- vector( 0.5, -0.5, 0.0),
- vector( 1.5, -0.5, 0.0)
- };
- //point position = vector(u, v, 0.0);
- point position = flake_scale * proj;
- point base = floor(position);
- point nearestCell = point(0.0, 0.0, 1.0);
- int nearestCellIndex = -1;
- for(int cellIndex = 0; cellIndex < 9; ++cellIndex) {
- point cellCenter = base + cellCenters[cellIndex];
- vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0;
- centerOffset[2] *= safe_flake_size_variance;
- centerOffset = normalize(centerOffset);
- cellCenter += 0.5 * centerOffset;
- float cellDistance = distance(position, cellCenter);
- if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) {
- nearestCell = cellCenter;
- nearestCellIndex = cellIndex;
- }
- }
- result = color(0.5, 0.5, 1.0);
- if (nearestCellIndex != -1) {
- vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5));
- randomNormal = 2.0 * randomNormal - 1.0;
- randomNormal = faceforward(randomNormal, I, randomNormal);
- randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation));
- result = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]);
- }
- }
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