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WvN.DelphiShader.FX.Curls.pas
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unit WvN.DelphiShader.FX.Curls;
interface
uses GR32, Types, WvN.DelphiShader.Shader;
type
TCurls = class(TShader)
const
vec2_1: vec2 = (x: 0; y: 0);
vec2_2: vec2 = (x: 0; y: 0);
var
m : mat2;
theta: float;
function Main(var gl_FragCoord: vec2): TColor32;
constructor Create; override;
procedure PrepareFrame;
end;
var
Curls: TShader;
implementation
uses SysUtils, Math;
constructor TCurls.Create;
begin
inherited;
FrameProc := PrepareFrame;
PixelProc := Main;
theta := pi / 0.1;
end;
procedure TCurls.PrepareFrame;
begin
m := mat2.Create(System.cos(theta), -System.sin(theta), System.sin(theta), System.cos(theta));
end;
function TCurls.Main(var gl_FragCoord: vec2): TColor32;
var
p : vec2;
f : vec2;
df : float;
dp : float;
from: float;
&to : float;
d : float;
begin
p := (gl_FragCoord.xy / resolution.xy);
time := time + atan(p.x, p.y) * 2;
p := p * 2 - 1;
p.x := p.x * (resolution.x / resolution.y);
p := m * p;
f := fract(p * 5);
f := 2 * f - 1;
df := distance(f, vec2_1);
df := 3 * df * df - 2 * df * df * df;
dp := max(1.5 - distance(p, vec2_2), 0);
dp := 3 * dp * dp - 2 * dp * df * df;
from := 0.3 + System.sin(dp * pi * 0.5 + time * 0.5) * 0.75;
&to := from + 2.00;
d := smoothstep(from, &to, df);
Result := TColor32(vec3(d));
end;
initialization
Curls := TCurls.Create;
Shaders.Add('Curls', Curls);
finalization
FreeandNil(Curls);
end.