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随机数函数
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
使用
float num= random(vec2(positionX,positionY));
旋转函数
/*
*@params uv :即你要旋转的图形的uv坐标
*@params rotation:旋转角度,如:360即为整个圆圈内旋转
*@params mid:旋转中心位置
*/
vec2 rotate(vec2 uv, float rotation, vec2 mid) {
return vec2(cos(rotation) * (uv.x - mid.x) + sin(rotation) * (uv.y - mid.y) + mid.x,cos(rotation) * (uv.y - mid.y) - sin(rotation) * (uv.x - mid.x) + mid.y);
}
使用
vec2 rotateUv=rotate(vUv,3.14*0.25,vec2(0.5))
噪音函数
float noise(in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
// Smooth Interpolation
// Cubic Hermine Curve. Same as SmoothStep()
vec2 u = f * f * (3.0 - 2.0 * f);
// u = smoothstep(0.,1.,f);
// Mix 4 coorners percentages
return mix(a, b, u.x) +
(c - a) * u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
使用
float per=noise(vUv)