Make noise more helix-y

This commit is contained in:
karl 2021-03-21 20:31:14 +01:00
parent 7b6a9c7b45
commit 3254144ff3

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@ -5,10 +5,16 @@ in vec3 varPosition;
out float noise; out float noise;
void main(void) { void main(void) {
// Just to random stuff to the numbers until it looks nice // Base: Distance to a helix
float f1 = sin((varPosition.x + varPosition.z) * 10.0); vec3 helix_pos = vec3(sin(varPosition.y * 5.0) * 0.2 + 0.5, varPosition.y, cos(varPosition.y * 5.0) * 0.2 + 0.5);
float f2 = cos((varPosition.y + varPosition.x) * 7.0); float dist = distance(helix_pos, varPosition);
float f3 = cos((varPosition.z + varPosition.y) * 8.0);
noise = (f1 * f1 + f2 * f2 + f3 * f3) * (1.0 / 3.0); noise = 0.6 - dist;
// Create some blobby shapes on the helix
float f1 = sin((varPosition.x + varPosition.z) * 7.0);
float f2 = cos((varPosition.y + varPosition.x) * 3.0);
float f3 = cos((varPosition.z + varPosition.y) * 8.0);
noise += abs(f1 + f2 + f3) * 0.1;
} }