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float getPath(float progress) { | |
float scale = 1.5; | |
float p = (progress + 42.) * (1. / scale); | |
// float sin1 = sin(p * 0.1) * 5.; | |
// float sin2 = sin(2.2 * p * 0.1 + 5.52) * 2.5; | |
// float sin3 = sin(2.9 * p * 0.2 + 0.93) * 1.2; | |
// float sin4 = sin(4.6 * p * 0.2 + 8.94) * 0.5; | |
float sin1 = sin(p * 0.1) * 5.; | |
float sin2 = sin(p * 0.22 + 5.52) * 2.5; | |
float sin3 = sin(p * 0.58 + 0.93) * 1.2; | |
float sin4 = sin(p * 0.92 + 8.94) * 0.5; | |
return (sin1 + sin2 + sin3 + sin4) * scale * 2.2; | |
// return sin(progress); | |
} | |
vec3 flow(vec3 position, float time, float offset, float flowOffset) { | |
vec2 point = vec2(getPath(time), -time * depth); | |
vec2 normal = vec2(-time * depth, -getNormal(time)); | |
normal = normalize(normal); | |
offset *= (sin(time) * sin(time * 2.) + 1.5) * 0.25; | |
offset *= 18. * flowOffset; | |
offset += sin(time) * sin(time * 2.) * 0.12; | |
vec3 current = vec3(point.x, 0., point.y); | |
current.xz += normal * offset; | |
float height = 1. * ((sin(position.x) + sin(position.z)) * 0.5); | |
height += 0.5 * ((sin(position.x * 2.) + sin(position.z * 1.5)) * 0.5); | |
current.y += height * .2; | |
return current; | |
} |
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