Shader Generated By LLM AI

Shader Generated By LLM AI script details
Author
matas
Type
Rete logo image
rete
App Version
0.19.4
Visibility
public
Date Created
Mar 4, 2025, 11:17:22 AM
Last Edit Date
Mar 4, 2025, 11:51:37 AM

Script Details

The Code
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"id": "264f5d585196588a", "name": "bitbybit.lists.createList", "customName": "list", "data": {}, "inputs": { "listElements": { "connections": [ { "node": "85a6aa767c738114", "output": "result", "data": {} } ] } }, "position": [ 1325.6450615933732, 492.5534098813184 ] }, "3d9116f706be759d": { "id": "3d9116f706be759d", "name": "bitbybit.lists.reverse", "customName": "reverse", "async": false, "drawable": false, "data": { "genericNodeData": { "hide": false, "oneOnOne": false, "flatten": 0, "forceExecution": false }, "clone": true }, "inputs": { "list": { "connections": [ { "node": "264f5d585196588a", "output": "list", "data": {} } ] } }, "position": [ 1672.5620987684135, 491.48464808777317 ] }, "6230bb8073ecece8": { "id": "6230bb8073ecece8", "name": "bitbybit.babylon.scene.backgroundColour", "customName": "colour", "async": false, "drawable": false, "data": { "genericNodeData": { "hide": false, "oneOnOne": false, "flatten": 0, "forceExecution": false }, "colour": "#000000" }, "inputs": 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for(int i = 0; i < 100; i++) {\n int group = i / 33;\n int colorIndex = group;\n float fi = float(i);\n\n // Initial position\n vec2 initial_center = vec2(hash(fi * 1.2345), hash(fi * 2.3456 + 1.0));\n\n // Drift speed\n float drift_speed = 0.01 + 0.04 * hash(fi * 3.4567 + 2.0);\n\n // Natural drift direction\n float drift_angle = hash(float(group) * 4.5678 + 3.0) * 6.28318;\n vec2 natural_drift = vec2(cos(drift_angle), sin(drift_angle));\n\n // Direction to mouse\n vec2 toMouse = mouseUV - initial_center;\n vec2 attraction_dir = normalize(toMouse);\n\n // Blend directions\n vec2 blended_dir = mix(natural_drift, attraction_dir, attraction_strength);\n\n // Circular motion\n float radius = 0.02 + 0.03 * hash(fi * 5.6789 + 4.0);\n float speed = 1.0 + 2.0 * hash(fi * 6.7890 + 5.0);\n float phase = hash(fi * 7.8901 + 6.0) * 6.28318;\n\n // Shine effect\n float shine_speed = 2.0 + 2.0 * hash(fi * 8.9012 + 7.0);\n float shine_phase = hash(fi * 9.0123 + 8.0) * 6.28318;\n\n // Compute position\n vec2 drift = drift_speed * time * blended_dir;\n vec2 circular = radius * vec2(cos(speed * time + phase), sin(speed * time + phase));\n vec2 p = fract(initial_center + drift + circular);\n\n // Toroidal distance\n vec2 dxy = min(abs(vUV - p), 1.0 - abs(vUV - p));\n float d = length(dxy);\n\n // Core and glow\n float core_intensity = exp(-d * d / sigma_core);\n float glow_intensity = exp(-d * d / sigma_glow);\n\n // Shine factor\n float shine_factor = 0.5 + 0.5 * sin(time * shine_speed + shine_phase);\n\n // Add to color\n color += vec3(core_intensity) + colors[colorIndex] * glow_intensity * shine_factor;\n }\n\n // Increase contrast\n color = pow(color, vec3(1.5));\n gl_FragColor = vec4(color, 1.0);\n}\n`;\n\n\n\n // Function to create and animate the material\n function createNeonParticleMaterial(scene) {\n // Create the shader material\n const neonParticleMaterial = new BABYLON.ShaderMaterial(\"particleShader\", scene, {\n vertex: \"custom\",\n fragment: \"custom\"\n }, {\n attributes: [\"position\", \"uv\"],\n uniforms: [\"worldViewProjection\", \"time\", \"mouseUV\"]\n });\n\n // Initialize mouseUV\n let mouseUV = new BABYLON.Vector2(0.5, 0.5); // Start at center\n neonParticleMaterial.setVector2(\"mouseUV\", mouseUV);\n\n // Update mouseUV on pointer move\n\n // Capture mouse coordinates in UV space\n scene.onPointerMove = (evt) => {\n // Get the picking information based on the mouse position\n const pickResult = scene.pick(scene.pointerX, scene.pointerY);\n console.log(pickResult);\n\n // Check if the pick hit the plane\n if (pickResult.hit && pickResult.pickedMesh) {\n // Get the UV coordinates where the mouse intersects the plane\n const uv = pickResult.getTextureCoordinates();\n if (uv) {\n console.log(uv);\n // Update mouseUV with the new coordinates\n mouseUV.set(uv.x, uv.y);\n // Pass the updated mouseUV to the shader\n neonParticleMaterial.setVector2(\"mouseUV\", mouseUV);\n }\n }\n };\n\n\n // Animate the time uniform\n // Animate the 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