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shader:start [2025/05/21 13:56] – [Normalized input Coordinates] mh | shader:start [2025/06/02 21:23] (current) – external edit 127.0.0.1 | ||
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===== Coding Shaders ===== | ===== Coding Shaders ===== | ||
+ | |||
+ | Shaders take a coordinate for each pixel on it's canvas and outputs an rgba value for that coordinate. | ||
==== Normalized input Coordinates ==== | ==== Normalized input Coordinates ==== | ||
- | Generally the '' | + | Generally the **'' |
Different compilers use different syntax to describe the resolution. Here we'll use Shadertoy' | Different compilers use different syntax to describe the resolution. Here we'll use Shadertoy' | ||
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float d = length(uv); | float d = length(uv); | ||
float r = .3 | float r = .3 | ||
- | float c = 1.-smoothstep(r, | + | float c = smoothstep(r, |
// Output to screen | // Output to screen | ||
Line 64: | Line 66: | ||
<code glsl> | <code glsl> | ||
- | float drawCircle(vec2 uv, float r, float blur) { | + | float drawCircle(vec2 uv, vec2 p, float r, float b) { |
- | float d = length(uv); | + | //p for Position, r for Radius, b for edge Blur |
- | float c = 1.-smoothstep(r, | + | |
+ | float d = length(uv-p); //This draws to the | ||
+ | float c = smoothstep(r, | ||
| | ||
return c; | return c; | ||
} | } | ||
+ | </ | ||
+ | |||
+ | In the main function, draw multiple items by adding or subtracting to the color variable (the one being output in the end). | ||
+ | |||
+ | Drawing multiple circles for example : | ||
+ | |||
+ | <code glsl> | ||
+ | float b = 0.01; // Blur of edges of circles | ||
+ | | ||
+ | float c = drawCircle(uv, | ||
+ | c -= drawCircle(uv, | ||
+ | c -= drawCircle(uv, | ||
+ | </ | ||
+ | |||
+ | <WRAP info> | ||
+ | **Note :** when adding or removing regions in this manner, the color value for each RGB component of each pixel **can go** below 0.0 and above 1.0. | ||
+ | |||
+ | Shaders will automatically clamp the output between 0.0 and 1.0 but during the calculation of the color, the real value must be taken into account. | ||
+ | |||
+ | This behavior can lead to unexpected behaviors and colors in certain regions where multiple subtractions/ | ||
+ | |||
+ | ==== Rectangle ==== | ||
+ | |||
+ | To draw a rectangle we can use a function that draws bands using **'' | ||
+ | |||
+ | The band function would look like this | ||
+ | |||
+ | <code glsl> | ||
+ | float drawBand(float t, float start, float end, float blur){ | ||
+ | float step1 = smoothstep(start-blur, | ||
+ | float step2 = smoothstep(end+blur, | ||
+ | | ||
+ | return step1*step2; | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Then get a rectangle by calling this function twice on the x and y : | ||
+ | |||
+ | <code glsl> | ||
+ | float mask = 0.; | ||
+ | float b = .01; | ||
+ | | ||
+ | mask = drawBand(uv.x, | ||
+ | mask *= drawBand(uv.y, | ||
+ | </ | ||
+ | ==== Adding Color ==== | ||
+ | |||
+ | Add color by using a **'' | ||
+ | |||
+ | Simply multiply color by the mask. | ||
+ | |||
+ | For the circle example above for example, it would look something like this : | ||
+ | |||
+ | <code glsl> | ||
+ | vec3 col = vec3(1., 1., 0.); // | ||
+ | | ||
+ | float b = 0.01; // Blur of edges of circles | ||
+ | | ||
+ | float mask = drawCircle(uv, | ||
+ | mask -= drawCircle(uv, | ||
+ | mask -= drawCircle(uv, | ||
+ | | ||
+ | |||
+ | col *= mask; | ||
</ | </ | ||
===== ISF ===== | ===== ISF ===== |