i could use some help :)
i'm using a simple shader to animate a heavy metal chain shaking about.
the following is the attached code:
shader_type spatial;
uniform float amp = 0.0;
uniform float sharpness = 0.4;
void vertex() {
VERTEX.y -= (max(0.0, amp - abs(VERTEX.x) * sharpness));
}
pictured is the result of amp
at 0.0
and sharpness
at 0.4

pictured here is the result of amp
at 4.0
and sharpness
at 0.4

i'd like the effect smoothed out, because as it stands, the effect is linear based on the value of VERTEX. you can see how that causes the center link to look pretty jagged, and the effect is a little boring. the chain should also be able to bulge out in the opposite direction as well. with the current math, it doesn't seem to want to do that convincingly at all.
an unrelated request: if you know a good cheap math tutor, hit me up.
another unrelated request: if you want to do this kind of math with me often (possibly paid) you should also hit me up.