@@ -93,10 +93,6 @@ const _LF: Vec3 = vec3(1.0, 0.0, 0.0);
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const UP : Vec3 = vec3 ( 0.0 , 1.0 , 0.0 ) ;
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const _FW: Vec3 = vec3 ( 0.0 , 0.0 , 1.0 ) ;
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- const _HALF_PI: f32 = 1.570796326794896619 ;
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- const PI : f32 = 3.141592653589793238 ;
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- const TWO_PI : f32 = 6.283185307179586 ;
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-
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const ACCENT_COLOR1 : Vec3 = vec3 ( 1.0 , 0.1 , 0.5 ) ;
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const SECOND_COLOR1 : Vec3 = vec3 ( 0.1 , 0.5 , 1.0 ) ;
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const ACCENT_COLOR2 : Vec3 = vec3 ( 1.0 , 0.5 , 0.1 ) ;
@@ -110,7 +106,7 @@ fn _n2(x: f32, y: f32) -> f32 {
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}
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fn n3 ( mut p : Vec3 ) -> f32 {
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- p = ( p * 0.3183099 + Vec3 :: splat ( 0.1 ) ) . fract_gl ( ) ;
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+ p = ( p * FRAC_1_PI + Vec3 :: splat ( 0.1 ) ) . fract_gl ( ) ;
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p *= 17.0 ;
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( p. x * p. y * p. z * ( p. x + p. y + p. z ) ) . fract_gl ( )
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}
@@ -215,7 +211,7 @@ fn sd_sphere(p: Vec3, pos: Vec3, s: f32) -> f32 {
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// From http://mercury.sexy/hg_sdf
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fn p_mod_polar ( p : & mut Vec2 , repetitions : f32 , fix : f32 ) -> Vec2 {
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- let angle: f32 = TWO_PI / repetitions;
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+ let angle: f32 = TAU / repetitions;
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let mut a: f32 = p. y . atan2 ( p. x ) + angle / 2. ;
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let r: f32 = p. length ( ) ;
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let _c: f32 = ( a / angle) . floor ( ) ;
@@ -332,14 +328,13 @@ impl State {
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let n: f32 = n3 ( id) ;
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let mut o: De = De :: default ( ) ;
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- o. m = 0.0 ;
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- let mut x: f32 = ( p. y + n * TWO_PI ) * 1. + t;
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+ let mut x: f32 = ( p. y + n * TAU ) * 1. + t;
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let r: f32 = 1. ;
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let pump: f32 = ( x + x. cos ( ) ) . cos ( ) + ( 2.0 * x) . sin ( ) * 0.2 + ( 4.0 * x) . sin ( ) * 0.02 ;
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- x = t + n * TWO_PI ;
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+ x = t + n * TAU ;
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p. y -= ( ( x + x. cos ( ) ) . cos ( ) + ( 2.0 * x) . sin ( ) * 0.2 ) * 0.6 ;
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p = ( p. xz ( ) * ( 1.0 + pump * 0.2 ) ) . extend ( p. y ) . xzy ( ) ;
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@@ -350,7 +345,7 @@ impl State {
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o. m = 1.0 ;
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if p. y < 0.5 {
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- let sway: f32 = ( t + p. y + n * TWO_PI ) . sin ( ) * smoothstep ( 0.5 , -3.0 , p. y ) * n * 0.3 ;
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+ let sway: f32 = ( t + p. y + n * TAU ) . sin ( ) * smoothstep ( 0.5 , -3.0 , p. y ) * n * 0.3 ;
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p. x += sway * n; // add some sway to the tentacles
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p. z += sway * ( 1. - n) ;
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@@ -466,21 +461,21 @@ impl State {
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p. y *= scale;
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- let mut s2: f32 = 5. * p. x / TWO_PI ;
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+ let mut s2: f32 = 5. * p. x / TAU ;
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let _id: f32 = s2. floor ( ) ;
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s2 = s2. fract_gl ( ) ;
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let ep: Vec2 = vec2 ( s2 - 0.5 , p. y - 0.6 ) ;
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let ed: f32 = ep. length ( ) ;
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let e: f32 = b ( 0.35 , 0.45 , 0.05 , ed) ;
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- let mut s: f32 = sin ( s2 * TWO_PI * 15.0 ) ;
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+ let mut s: f32 = sin ( s2 * TAU * 15.0 ) ;
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s = s * s;
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s = s * s;
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- s *= smoothstep ( 1.4 , -0.3 , uv. y - ( s2 * TWO_PI ) . cos ( ) * 0.2 + 0.3 )
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+ s *= smoothstep ( 1.4 , -0.3 , uv. y - ( s2 * TAU ) . cos ( ) * 0.2 + 0.3 )
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* smoothstep ( -0.6 , -0.3 , uv. y ) ;
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let t: f32 = self . inputs . time * 5.0 ;
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- let mask: f32 = sin ( p. x * TWO_PI * 2.0 + t) ;
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+ let mask: f32 = sin ( p. x * TAU * 2.0 + t) ;
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s *= mask * mask * 2.0 ;
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s + e * pump * 2.0
@@ -595,7 +590,7 @@ impl State {
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self . accent = mix ( ACCENT_COLOR1 , ACCENT_COLOR2 , sin ( t * 15.456 ) ) ;
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self . bg = mix ( SECOND_COLOR1 , SECOND_COLOR2 , sin ( t * 7.345231 ) ) ;
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- let turn: f32 = ( 0.1 - m. x ) * TWO_PI ;
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+ let turn: f32 = ( 0.1 - m. x ) * TAU ;
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let s: f32 = turn. sin ( ) ;
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let c: f32 = turn. cos ( ) ;
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let rot_x: Mat3 = Mat3 :: from_cols_array ( & [ c, 0.0 , s, 0.0 , 1.0 , 0.0 , s, 0.0 , -c] ) ;
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