lygia
/v1.1.6
/sample
/flow
)sample a texture with a looping flow animation, using a direction to push, an elapse time and a cycle.
Dependencies:
Use:
sampleFlow(<SAMPLER_TYPE> tex, <vec2> st, <vec2> dir, <float> time, <float> cycle)
#ifndef FNC_SAMPLEFLOW
#define FNC_SAMPLEFLOW
vec4 sampleFlow(SAMPLER_TYPE tex, vec2 st, vec2 dir, float time, float cycle) {
float halfCycle = cycle * 0.5;
float flowOffset0 = mod(time, cycle);
float flowOffset1 = mod(time + halfCycle, cycle);
float phase0 = flowOffset0;
float phase1 = flowOffset1;
// Sample normal map.
vec4 A = SAMPLER_FNC(tex, (st + dir * phase0) );
vec4 B = SAMPLER_FNC(tex, (st + dir * phase1) );
float f = (abs(halfCycle - flowOffset0) / halfCycle);
return mix( A, B, f );
}
#endif
Dependencies:
Use:
sampleFlow(<SAMPLER_TYPE> tex, <float2> st, <float2> dir, <float> time, <float> cycle)
#ifndef FNC_SAMPLEFLOW
#define FNC_SAMPLEFLOW
float4 sampleFlow(SAMPLER_TYPE tex, float2 st, float2 dir, float time, float cycle) {
float halfCycle = cycle * 0.5;
float flowOffset0 = mod(time, cycle);
float flowOffset1 = mod(time + halfCycle, cycle);
float phase0 = flowOffset0;
float phase1 = flowOffset1;
// Sample normal map.
float4 A = SAMPLER_FNC(tex, (st + dir * phase0) );
float4 B = SAMPLER_FNC(tex, (st + dir * phase1) );
float f = (abs(halfCycle - flowOffset0) / halfCycle);
return lerp( A, B, f );
}
#endif
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