fuckingtech/public/assets/glsl/lygia/generative/gerstnerWave.hlsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

55 lines
No EOL
2.2 KiB
HLSL

#include "../math/const.hlsl"
/*
contributors: Patricio Gonzalez Vivo
description: Gerstner Wave generator based on this tutorial https://catlikecoding.com/unity/tutorials/flow/waves/
use:
- <float3> gerstnerWave (<float2> uv, <float2> dir, <float> steepness, <float> wavelength, <float> _time [, inout <float3> _tangent, inout <float3> _binormal] )
- <float3> gerstnerWave (<float2> uv, <float2> dir, <float> steepness, <float> wavelength, <float> _time [, inout <float3> _normal] )
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#ifndef FNC_GERSTNERWAVE
#define FNC_GERSTNERWAVE
float3 gerstnerWave (in float2 _uv, in float2 _dir, in float _steepness, in float _wavelength, in float _time, inout float3 _tangent, inout float3 _binormal) {
float k = 2.0 * PI / _wavelength;
float c = sqrt(9.8 / k);
float2 d = normalize(_dir);
float f = k * (dot(d, _uv) - c * _time);
float a = _steepness / k;
_tangent += float3(
-d.x * d.x * (_steepness * sin(f)),
d.x * (_steepness * cos(f)),
-d.x * d.y * (_steepness * sin(f))
);
_binormal += float3(
-d.x * d.y * (_steepness * sin(f)),
d.y * (_steepness * cos(f)),
-d.y * d.y * (_steepness * sin(f))
);
return float3(
d.x * (a * cos(f)),
a * sin(f),
d.y * (a * cos(f))
);
}
float3 gerstnerWave (in float2 _uv, in float2 _dir, in float _steepness, in float _wavelength, in float _time, inout float3 _normal) {
float3 _tangent = float3(0.0, 0.0, 0.0);
float3 _binormal = float3(0.0, 0.0, 0.0);
float3 pos = gerstnerWave (_uv, _dir, _steepness, _wavelength, _time, _tangent, _binormal);
_normal = normalize(cross(_binormal, _tangent));
return pos;
}
float3 gerstnerWave (in float2 _uv, in float2 _dir, in float _steepness, in float _wavelength, in float _time) {
float3 _tangent = float3(0.0, 0.0, 0.0);
float3 _binormal = float3(0.0, 0.0, 0.0);
return gerstnerWave (_uv, _dir, _steepness, _wavelength, _time, _tangent, _binormal);
}
#endif