lygia
/color
/palette
)Procedural generation of color palette algorithm explained here http://www.iquilezles.org/www/articles/palettes/palettes.htm)
Dependencies:
Use:
<vec3|vec4> palette(<float> t, <vec3|vec4> a, <vec3|vec4> b, <vec3|vec4> c, <vec3|vec4> d)
#ifndef FNC_PALETTE
#define FNC_PALETTE
vec3 palette (in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d) { return a + b * cos(TAU * ( c * t + d )); }
vec4 palette (in float t, in vec4 a, in vec4 b, in vec4 c, in vec4 d) { return a + b * cos(TAU * ( c * t + d )); }
#endif
Dependencies:
Use:
palette(<float> t, <float3|float4> a, <float3|float4> b, <float3|float4> c, <float3|float4> d)
#ifndef FNC_PALETTE
#define FNC_PALETTE
float3 palette (in float t, in float3 a, in float3 b, in float3 c, in float3 d) {
return a + b * cos(TAU * ( c * t + d ));
}
float4 palette (in float t, in float4 a, in float4 b, in float4 c, in float4 d) {
return a + b * cos(TAU * ( c * t + d ));
}
#endif
Dependencies:
Use:
palette(<float> t, <float3|float4> a, <float3|float4> b, <float3|float4> c, <float3|float4> d)
#ifndef FNC_PALETTE
#define FNC_PALETTE
float3 palette (float t, float3 a, float3 b, float3 c, float3 d) { return a + b * cos(TAU * ( c * t + d )); }
float4 palette (float t, float4 a, float4 b, float4 c, float4 d) { return a + b * cos(TAU * ( c * t + d )); }
#endif
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