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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| shader:start [2025/05/21 14:22] – [Circle] 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' | ||
| Line 55: | Line 57: | ||
| 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 86: | Line 88: | ||
| </ | </ | ||
| + | <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 ==== | ==== Adding Color ==== | ||