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-did legwork for adding in variable time aspects to animate.
1 parent 42a6bc4 commit 80048d6

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2 files changed

+14
-4
lines changed

2 files changed

+14
-4
lines changed

src/main.ts

Lines changed: 13 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -139,13 +139,21 @@ function main() {
139139
sdf.setDimensions(window.innerWidth, window.innerHeight);
140140

141141
time = 0;
142+
143+
let SymbolPositionT = 0;
144+
let SymbolScaleT = 0;
145+
let HeightT = 0;
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// This function will be called every frame
143147
function tick() {
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time +=1;
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color = vec4.fromValues(controls.Color[0] /255, controls.Color[1] / 255, controls.Color[2] / 255, 1);
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noiseColor = vec4.fromValues(controls['Noise Color'][0] /255, controls['Noise Color'][1] / 255, controls['Noise Color'][2] / 255, 1);
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height = controls['Depth'];
148152

153+
if(controls['SymbolScaleT'] == 'On'){SymbolScaleT += 0.01}
154+
if(controls['SymbolPositionT'] == 'On'){SymbolPositionT += 0.01}
155+
if(controls['HeightT'] == 'On'){HeightT += 0.01}
156+
149157
if(controls['Camera Animation'] == 'On'){
150158
// camera.setPosition(vec3.fromValues(
151159
// controls['CameraX'] + Math.sin(timeCamera) * 4,
@@ -169,13 +177,15 @@ function main() {
169177
icosphere.create();
170178
}
171179

180+
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sdf.setRows(controls['Rows']);
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sdf.setTriScale(controls['TriScale']);
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sdf.setLowTriRange(controls['LowTriRange']);
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sdf.setHighTriRange(controls['HighTriRange']);
176-
sdf.setHightT(controls['HeightT'] == 'On' ? 1.0 : 0.0);
177-
sdf.setSymbolScaleT(controls['SymbolScaleT'] == 'On' ? 1.0 : 0.0);
178-
sdf.setSymbolPositionT(controls['SymbolPositionT'] == 'On' ? 1.0 : 0.0);
186+
sdf.setHightT(HeightT);
187+
sdf.setSymbolScaleT(SymbolScaleT);
188+
sdf.setSymbolPositionT(SymbolPositionT);
179189
sdf.setNumSymbolsPerTri(controls['NumSymbolsPerTri']);
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181191
renderer.render(camera, time, height, color, noiseColor, sdf, [

src/shaders/sdf-objects.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -274,7 +274,7 @@ float pyramidNormalSDF(vec3 p, float h, float depth, float depth_scale, float nu
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275275
for(float k=0.0; k<u_NumSymbolsPerTri; k++){
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float scale = 0.02 + 0.04 * random(vec2(_x+i, _z+g_rot+k));
277-
vec3 shape_transform2 = transform(shape_transform, vec3(0, 0, 0), vec3(-0.1+0.2*random(vec2(_x+i+_y, _z+g_rot+k)), -0.1+0.2*random(vec2(_x+i+k, _z+g_rot)), -0.02+0.04*random(vec2(k, k))), vec3(1.0 * scale, 1000.0 * scale, 1.0 * scale));
277+
vec3 shape_transform2 = transform(shape_transform, vec3(0, 0, 0), vec3(-0.1+0.2*random(vec2(_x+i+_y+u_SymbolPositionT, _z+g_rot+k)), -0.1+0.2*random(vec2(_x+i+k+u_SymbolPositionT, _z+g_rot)), -0.02+0.04*random(vec2(k+u_SymbolPositionT, k))), vec3(1.0 * scale, 1000.0 * scale, 1.0 * scale));
278278
prisim = flatSubtraction(prisim, randomSymbol(shape_transform2, random(vec2(_x+j+i, _z+g_rot+k))));
279279
}
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