examples: Added adjustable luminance to hexagon size (#364)

This commit is contained in:
Daniel Hodgson 2020-11-01 08:28:45 -08:00 committed by Michael Fabian 'Xaymar' Dirks
parent e866bc97d2
commit 02bdd85ed4

View file

@ -37,6 +37,14 @@ uniform float HexagonWallScale<
float step = 0.01; float step = 0.01;
float scale = 0.01; float scale = 0.01;
> = 100.0; > = 100.0;
uniform float LuminanceScale<
string name = "Luminance Scale";
string field_type = "slider";
float minimum = 0.0;
float maximum = 100.0;
float step = 0.01;
float scale = 0.01;
> = 0.00;
// ---------- Shader Code // ---------- Shader Code
sampler_state def_sampler { sampler_state def_sampler {
@ -120,8 +128,9 @@ float4 PSDefault(VertData v_in) : TARGET {
float dist = hexDist(coord, nearest); float dist = hexDist(coord, nearest);
float luminance = (texel.r + texel.g + texel.b)/3.0; float luminance = (texel.r + texel.g + texel.b)/3.0;
luminance = (luminance * LuminanceScale) + (1-LuminanceScale);
//float interiorSize = luminance*s; //float interiorSize = luminance*s;
float interiorSize = s * HexagonWallScale; float interiorSize = luminance * s * HexagonWallScale;
float interior = 1.0 - smoothstep(interiorSize-1.0, interiorSize, dist); float interior = 1.0 - smoothstep(interiorSize-1.0, interiorSize, dist);
//fragColor = float4(dist); //fragColor = float4(dist);
return float4(texel.rgb*interior, 1.0); return float4(texel.rgb*interior, 1.0);