lygia
/sample
/bracketing
)'Bracketing' technique maps a texture to a plane using any arbitrary 2D vector field to give orientatio. From https://www.shadertoy.com/view/NddcDr
Dependencies:
Use:
sampleBracketing(<SAMPLER_TYPE> texture, <vec2> st, <vec2> direction [, <float> scale] )
#ifndef SAMPLEBRACKETING_TYPE
#define SAMPLEBRACKETING_TYPE vec4
#endif
#ifndef SAMPLEBRACKETING_SAMPLER_FNC
#define SAMPLEBRACKETING_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#ifndef FNC_SAMPLEBRACKETING
#define FNC_SAMPLEBRACKETING
SAMPLEBRACKETING_TYPE sampleBracketing(SAMPLER_TYPE tex, vec2 st, vec2 dir, float scale) {
vec2 vAxis0 = vec2(0.0);
vec2 vAxis1 = vec2(0.0);
float blendAlpha = 0.0;
bracketing(dir, vAxis0, vAxis1, blendAlpha);
// Compute the function for the two canonical directions
vec2 uv0 = scale * rotate(st, vAxis0);
vec2 uv1 = scale * rotate(st, vAxis1);
// Now sample function/texture
SAMPLEBRACKETING_TYPE sample0 = SAMPLEBRACKETING_SAMPLER_FNC(tex, uv0);
SAMPLEBRACKETING_TYPE sample1 = SAMPLEBRACKETING_SAMPLER_FNC(tex, uv1);
// Blend to get final result, based on how close the vector was to the first snapped angle
SAMPLEBRACKETING_TYPE result = mix( sample0, sample1, blendAlpha);
#ifdef SAMPLEBRACKETING_REPLACE_DIVERGENCE
float strength = smoothstep(0.0, 0.2, dot(dir, dir)*6.0);
result = mix( SAMPLEBRACKETING_SAMPLER_FNC(tex, scale * rotate(st, -vec2(cos(0.5),sin(0.5)))),
result,
strength);
#endif
return result;
}
SAMPLEBRACKETING_TYPE sampleBracketing(SAMPLER_TYPE tex, vec2 st, vec2 dir) { return sampleBracketing(tex, st, dir, 1.0); }
#endif
Dependencies:
Use:
sampleBracketing(<SAMPLER_TYPE> texture, <float2> st, <float2> direction [, <float> scale] )
#ifndef SAMPLEBRACKETING_TYPE
#define SAMPLEBRACKETING_TYPE float4
#endif
#ifndef SAMPLEBRACKETING_SAMPLER_FNC
#define SAMPLEBRACKETING_SAMPLER_FNC(UV) SAMPLER_FNC(tex, UV)
#endif
#ifndef FNC_SAMPLEBRACKETING
#define FNC_SAMPLEBRACKETING
SAMPLEBRACKETING_TYPE sampleBracketing(SAMPLER_TYPE tex, float2 st, float2 dir, float scale) {
float2 vAxis0 = float2(0.0, 0.0);
float2 vAxis1 = float2(0.0, 0.0);
float blendAlpha = 0.0;
bracketing(dir, vAxis0, vAxis1, blendAlpha);
// Compute the function for the two canonical directions
float2 uv0 = scale * rotate(st, vAxis0);
float2 uv1 = scale * rotate(st, vAxis1);
// Now sample function/texture
SAMPLEBRACKETING_TYPE sample0 = SAMPLEBRACKETING_SAMPLER_FNC(uv0);
SAMPLEBRACKETING_TYPE sample1 = SAMPLEBRACKETING_SAMPLER_FNC(uv1);
// Blend to get final result, based on how close the vector was to the first snapped angle
SAMPLEBRACKETING_TYPE result = lerp( sample0, sample1, blendAlpha);
#ifdef SAMPLEBRACKETING_REPLACE_DIVERGENCE
float strength = smoothstep(0.0, 0.2, dot(dir, dir)*6.0);
result = lerp( SAMPLEBRACKETING_SAMPLER_FNC(scale * rotate(st, -float2(cos(0.5),sin(0.5)))),
result,
strength);
#endif
return result;
}
SAMPLEBRACKETING_TYPE sampleBracketing(SAMPLER_TYPE tex, float2 st, float2 dir) { return sampleBracketing(tex, st, dir, 1.0); }
#endif
MIT license (MIT) Copyright Huw Bowles May 2022
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