ST Coloration
The following surface shaders are my tests, texuring a surface my manipulating color based on S and T values.
Diagonal Swipe Shader:
if(s < t) surfcolor = color(0,0,1); else surfcolor = 1;
Cross Shader:
if(s > .25 && s < .75 || t > .25 && t < .75) surfcolor = color(0,0,1); else surfcolor = 1;
Circle Shader:
point cent, notCent; float cs, ct, d, rad = .35; cs = s; ct = t; cent = (.5, .5, 0); notCent = (cs, ct, 0); d = distance(notCent, cent); if(d < rad) surfcolor = color(0,0,1); else surfcolor = 1;
Crescent Shader:
point cent, notCent; float cs, ct, d, rad = .35; cs = s; ct = t; cent = (.5, .5, 0); notCent = (cs, ct, 0); d = distance(notCent, cent); if(d < rad) surfcolor = color(0,0,1); else surfcolor = 1; cent = (.4, .5, 0); d = distance(notCent, cent); if(d < rad) surfcolor = 1;
A Little Fun:
point cent, notCent; float cs, ct, d, rad = .35; cs = s; ct = t; cent = (.5, .5, 0); notCent = (cs, ct, 0); d = distance(notCent, cent); if(d < rad) surfcolor = color(0,0,1); else surfcolor = 1; cent = (.5, .4, 0); rad = .05; d = distance(notCent, cent); if(d < rad) surfcolor = 1; cent = (.25, .25, 0); notCent = (cs, ct, 0); d =distance(notCent, cent); if(d < rad) surfcolor = color(0, .25, .25); cent = (.75, .25, 0); notCent = (cs, ct, 0); d =distance(notCent, cent); if(d < rad) surfcolor = color(0, .25, .25);
More Fun:
point cent, notCent; float cs, ct, d, rad = .35; cs = s; ct = t; cent = (.5, .5, 0); notCent = (cs, ct, 0); d = distance(notCent, cent); if(d < rad) surfcolor = color(0,0,1); else surfcolor = 1; cent = (.5, .4, 0); d = distance(notCent, cent); if(d < rad) surfcolor = 1; rad = .05; cent = (.25, .25, 0); notCent = (cs, ct, 0); d =distance(notCent, cent); if(d < rad) surfcolor = color(0, .25, .25); cent = (.75, .25, 0); notCent = (cs, ct, 0); d =distance(notCent, cent); if(d < rad) surfcolor = color(0, .25, .25);





