Repository navigation
Expand file tree
/
Copy pathshaders.js
More file actions
225 lines (166 loc) · 7.57 KB
/
Copy pathshaders.js
File metadata and controls
225 lines (166 loc) · 7.57 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
export const vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
// export const fragmentShader = `
// uniform vec2 uOffset;
// uniform vec2 uResolution;
// uniform vec4 uBorderColor;
// uniform vec4 uHoverColor;
// uniform vec4 uBackgroundColor;
// uniform vec2 uMousePos;
// uniform float uZoom;
// uniform float uCellSize;
// uniform float uTextureCount;
// uniform sampler2D uImageAtlas;
// uniform sampler2D uTextAtlas;
// varying vec2 vUv;
// void main() {
// vec2 screenUV = (vUv - 0.5) * 2.0;
// float radius = length(screenUV);
// float distortion = 1.0 - 0.08 * radius * radius;
// vec2 distortedUV = screenUV * distortion;
// vec2 aspectRatio = vec2(uResolution.x / uResolution.y, 1.0);
// vec2 worldCoord = distortedUV * aspectRatio;
// worldCoord *= uZoom;
// worldCoord += uOffset;
// vec2 cellPos = worldCoord / uCellSize;
// vec2 cellId = floor(cellPos);
// vec2 cellUV = fract(cellPos);
// vec2 mouseScreenUV = (uMousePos / uResolution) * 2.0 - 1.0;
// mouseScreenUV.y = -mouseScreenUV.y;
// float mouseRadius = length(mouseScreenUV);
// float mouseDistortion = 1.0 - 0.08 * mouseRadius * mouseRadius;
// vec2 mouseDistortedUV = mouseScreenUV * mouseDistortion;
// vec2 mouseWorldCoord = mouseDistortedUV * aspectRatio;
// mouseWorldCoord *= uZoom;
// mouseWorldCoord += uOffset;
// vec2 mouseCellPos = mouseWorldCoord / uCellSize;
// vec2 mouseCellId = floor(mouseCellPos);
// vec2 cellCenter = cellId + 0.5;
// vec2 mouseCellCenter = mouseCellId + 0.5;
// float cellDistance = length(cellCenter - mouseCellCenter);
// float hoverIntensity = 1.0 - smoothstep(0.4, 0.7, cellDistance);
// bool isHovered = hoverIntensity > 0.0 && uMousePos.x >= 0.0;
// vec3 backgroundColor = uBackgroundColor.rgb;
// if (isHovered) {
// backgroundColor = mix(uBackgroundColor.rgb, uHoverColor.rgb, hoverIntensity * uHoverColor.a);
// }
// float lineWidth = 0.005;
// float gridX = smoothstep(0.0, lineWidth, cellUV.x) * smoothstep(0.0, lineWidth, 1.0 - cellUV.x);
// float gridY = smoothstep(0.0, lineWidth, cellUV.y) * smoothstep(0.0, lineWidth, 1.0 - cellUV.y);
// float gridMask = gridX * gridY;
// float imageSize = 0.6;
// float imageBorder = (1.0 - imageSize) * 0.5;
// vec2 imageUV = (cellUV - imageBorder) / imageSize;
// float edgeSmooth = 0.01;
// vec2 imageMask = smoothstep(-edgeSmooth, edgeSmooth, imageUV) *
// smoothstep(-edgeSmooth, edgeSmooth, 1.0 - imageUV);
// float imageAlpha = imageMask.x * imageMask.y;
// bool inImageArea = imageUV.x >= 0.0 && imageUV.x <= 1.0 && imageUV.y >= 0.0 && imageUV.y <= 1.0;
// float textHeight = 0.08;
// float textY = 0.88;
// bool inTextArea = cellUV.x >= 0.05 && cellUV.x <= 0.95 && cellUV.y >= textY && cellUV.y <= (textY + textHeight);
// float texIndex = mod(cellId.x + cellId.y * 3.0, uTextureCount);
// vec3 color = backgroundColor;
// if (inImageArea && imageAlpha > 0.0) {
// float atlasSize = ceil(sqrt(uTextureCount));
// vec2 atlasPos = vec2(mod(texIndex, atlasSize), floor(texIndex / atlasSize));
// vec2 atlasUV = (atlasPos + imageUV) / atlasSize;
// atlasUV.y = 1.0 - atlasUV.y;
// vec3 imageColor = texture2D(uImageAtlas, atlasUV).rgb;
// color = mix(color, imageColor, imageAlpha);
// }
// if (inTextArea) {
// vec2 textCoord = vec2((cellUV.x - 0.05) / 0.9, (cellUV.y - textY) / textHeight);
// textCoord.y = 1.0 - textCoord.y;
// float atlasSize = ceil(sqrt(uTextureCount));
// vec2 atlasPos = vec2(mod(texIndex, atlasSize), floor(texIndex / atlasSize));
// vec2 atlasUV = (atlasPos + textCoord) / atlasSize;
// vec4 textColor = texture2D(uTextAtlas, atlasUV);
// vec3 textBgColor = backgroundColor;
// color = mix(textBgColor, textColor.rgb, textColor.a);
// }
// vec3 borderRGB = uBorderColor.rgb;
// float borderAlpha = uBorderColor.a;
// color = mix(color, borderRGB, (1.0 - gridMask) * borderAlpha);
// float fade = 1.0 - smoothstep(1.2, 1.8, radius);
// gl_FragColor = vec4(color * fade, 1.0);
// }
// `;
export const fragmentShader = `
uniform vec2 uOffset;
uniform vec2 uResolution;
uniform vec4 uBorderColor;
uniform vec4 uHoverColor;
uniform vec4 uBackgroundColor;
uniform vec2 uMousePos;
uniform float uZoom;
uniform float uCellSize;
uniform float uTextureCount;
uniform sampler2D uImageAtlas;
uniform sampler2D uTextAtlas;
varying vec2 vUv;
void main() {
vec2 screenUV = (vUv - 0.5) * 2.0;
float radius = length(screenUV);
float distortion = 1.0 - 0.08 * radius * radius;
vec2 distortedUV = screenUV * distortion;
vec2 aspectRatio = vec2(uResolution.x / uResolution.y, 1.0);
vec2 worldCoord = distortedUV * aspectRatio;
worldCoord *= uZoom;
worldCoord += uOffset;
vec2 cellPos = worldCoord / uCellSize;
vec2 cellId = floor(cellPos);
vec2 cellUV = fract(cellPos);
vec2 mouseScreenUV = (uMousePos / uResolution) * 2.0 - 1.0;
mouseScreenUV.y = -mouseScreenUV.y;
float mouseRadius = length(mouseScreenUV);
float mouseDistortion = 1.0 - 0.08 * mouseRadius * mouseRadius;
vec2 mouseDistortedUV = mouseScreenUV * mouseDistortion;
vec2 mouseWorldCoord = mouseDistortedUV * aspectRatio;
mouseWorldCoord *= uZoom;
mouseWorldCoord += uOffset;
vec2 mouseCellPos = mouseWorldCoord / uCellSize;
vec2 mouseCellId = floor(mouseCellPos);
vec2 cellCenter = cellId + 0.5;
vec2 mouseCellCenter = mouseCellId + 0.5;
float cellDistance = length(cellCenter - mouseCellCenter);
float hoverIntensity = 1.0 - smoothstep(0.0, .5, cellDistance);
bool isHovered = hoverIntensity > 0.0 && uMousePos.x >= 0.0;
vec3 backgroundColor = uBackgroundColor.rgb;
if (isHovered) {
backgroundColor = mix(uBackgroundColor.rgb, uHoverColor.rgb, hoverIntensity * uHoverColor.a);
}
float lineWidth = 0.005;
float gridX = smoothstep(0.0, lineWidth, cellUV.x) * smoothstep(0.0, lineWidth, 1.0 - cellUV.x);
float gridY = smoothstep(0.0, lineWidth, cellUV.y) * smoothstep(0.0, lineWidth, 1.0 - cellUV.y);
float gridMask = gridX * gridY;
float imageSize = 0.85;
float imageBorder = (1.0 - imageSize) * 0.5;
vec2 imageUV = (cellUV - imageBorder) / imageSize;
float edgeSmooth = 0.01;
vec2 imageMask = smoothstep(-edgeSmooth, edgeSmooth, imageUV) *
smoothstep(-edgeSmooth, edgeSmooth, 1.0 - imageUV);
float imageAlpha = imageMask.x * imageMask.y;
bool inImageArea = imageUV.x >= 0.0 && imageUV.x <= 1.0 && imageUV.y >= 0.0 && imageUV.y <= 1.0;
float texIndex = mod(cellId.x + cellId.y * 3.0, uTextureCount);
vec3 color = backgroundColor;
if (inImageArea && imageAlpha > 0.0) {
float atlasSize = ceil(sqrt(uTextureCount));
vec2 atlasPos = vec2(mod(texIndex, atlasSize), floor(texIndex / atlasSize));
vec2 atlasUV = (atlasPos + imageUV) / atlasSize;
atlasUV.y = 1.0 - atlasUV.y;
vec3 imageColor = texture2D(uImageAtlas, atlasUV).rgb;
color = mix(color, imageColor, imageAlpha);
}
vec3 borderRGB = uBorderColor.rgb;
float borderAlpha = uBorderColor.a;
color = mix(color, borderRGB, (1.0 - gridMask) * borderAlpha);
float fade = 1.0 - smoothstep(1.2, 1.8, radius);
gl_FragColor = vec4(color * fade, 1.0);
}
`;