Mixcolorvex1.vfl

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11th February 2009   1:15pm 3sec
/stuhome/vsfx419/vex/Mixcolorvex1.vfl


Vex_mixcolors



/*  */
#pragma hint    c1 color
#pragma label    c1 "color 1"
#pragma hint    c2 color
#pragma label    c2 "color 2"
  
#pragma hint    s_center float
#pragma label    s_center "centerS"
#pragma hint    t_center float
#pragma label    t_center "centerT"
#pragma hint    freq float
#pragma label    freq "frequency"
  
#pragma hint     Km     float
#pragma label     Km     "Bump Height"
#pragma range    Km     -1 1
  
surface
azebra(    vector c1 = {1,1,0};
        vector c2 = {1,0,1};
    
        float s_center = 0.5;
        float t_center = 0.5;
        float freq = 2;
        float Km = 0.1)
{
  
    float r = sqrt( pow(s-s_center, 2) + pow(t-t_center, 2) );
    float wave = (sin(r * 6.83 * freq) + 1) * 0.5;
    vector mix = lerp(c1, c2, wave);    
  
//fade_off--------------------
    //    float radius = -0.1;
    //    float fadeout = sqrt(pow(s-0.5,2) + pow(t-0.5,2));
    //    float fade_off = smoothstep( radius, fade, fadeout);
    //    vector R1 = mix(c1, c2, blend*wave*1-fade_off);
  
//calculate orientation of the surface normal
    
    N = computernormal (P);    
// Result for color
    Cf = Of * (mix + hump);
}