Working on VR landscape visualization with Godot. Maintaining Geodot: https://github.com/boku-ilen/geodot-plugin
The streaks are mostly adapted from here: chrisoat.com/papers/Oat-S... my code for doing multiple passes with it is a bit messy because of the texture ping-pong-ing, not sure if there's a better way to do that.
Thanks, I want to extend and post that other scene sometime!
The streaks are mostly adapted from here: chrisoat.com/papers/Oat-S... my code for doing multiple passes with it is a bit messy because of the texture ping-pong-ing, not sure if there's a better way to do that.
Thanks, I want to extend and post that other scene sometime!
How is your action library licensed? I saw the code on your gitea instance, but didn't see a license there.
How is your action library licensed? I saw the code on your gitea instance, but didn't see a license there.
varying float random_offset;
void vertex() {
random_offset = (MODEL_MATRIX * vec4(0.0, 0.0, 0.0, 1.0)).y;
}
void fragment() {
[...]
float final_speed = TIME * (speed / 4.0) + random_offset;
[...]
}
varying float random_offset;
void vertex() {
random_offset = (MODEL_MATRIX * vec4(0.0, 0.0, 0.0, 1.0)).y;
}
void fragment() {
[...]
float final_speed = TIME * (speed / 4.0) + random_offset;
[...]
}
float rand(vec3 co){
return fract(sin(dot(co ,vec3(12.9898,78.233,54.1463))) * 43758.5453);
}
Perhaps you could do that using the object's translation, i.e. MODEL_MATRIX * vec3(0.0, 0.0, 0.0, 1.0)?
float rand(vec3 co){
return fract(sin(dot(co ,vec3(12.9898,78.233,54.1463))) * 43758.5453);
}
Perhaps you could do that using the object's translation, i.e. MODEL_MATRIX * vec3(0.0, 0.0, 0.0, 1.0)?