- Godot 4.0 gets SDFGI stands for Signed Distance Field Global Illumination based real-time global illumination;
Juan Linietsky is part of the development team of Godot game engine starts in 2007.
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// create a function for round square
vec3 round_square( vec2 uv )
{
// Set the size of the square, can be changed .01 6.
float square_dimension = 6.;
// Create math function for round sqare shape
float my_square = sqrt(length(pow(uv-vec2(.0,.0),vec2(square_dimension))))-.1;
//Set default poz
vec3 poz = vec3(1.,1.,1.);
// Return the result
return mix(vec3(0.1),poz*poz, smoothstep(0.,.001,my_square));
}
// Set color for the round square
vec3 color = vec3(.1, 76., 76.);
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = (fragCoord-.5*iResolution.xy)/iResolution.y;
// Set color 0,0,0,0
fragColor = vec4(0);
// u=Use for to build with round_square
for (int i = 0; i < 10+int(min(0,iFrame)); i++) {
// Set UV2 from basic UV
vec2 uv2 = uv + 1. / iResolution.y * 1.25;
// Create the round square
fragColor += vec4(round_square(uv2) + color.xyz , 1.);
}
// show the square
fragColor.xyz = (fragColor.xyz/fragColor.w);
}