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export default /* glsl */ `uniform vec2 dataResolution; uniform vec2 dataPointer; vec2 map2DData(vec2 xy) { return fract((xy + dataPointer) * dataResolution); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/map.2d.data.wrap.js
JavaScript
mit
167
declare var _default: "void mapXyzw2DV(vec4 xyzw, out vec2 xy, out float z) {\n xy = xyzw.xy;\n z = xyzw.z;\n}\n\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/map.xyzw.2dv.d.ts
TypeScript
mit
145
export default /* glsl */ `void mapXyzw2DV(vec4 xyzw, out vec2 xy, out float z) { xy = xyzw.xy; z = xyzw.z; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/map.xyzw.2dv.js
JavaScript
mit
119
declare var _default: "vec4 alignXYZW(vec4 xyzw) {\n return floor(xyzw + .5);\n}\n\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/map.xyzw.align.d.ts
TypeScript
mit
113
export default /* glsl */ `vec4 alignXYZW(vec4 xyzw) { return floor(xyzw + .5); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/map.xyzw.align.js
JavaScript
mit
88
declare var _default: "uniform float textureItems;\nuniform float textureHeight;\n\nvec2 mapXyzwTexture(vec4 xyzw) {\n \n float x = xyzw.x;\n float y = xyzw.y;\n float z = xyzw.z;\n float i = xyzw.w;\n \n return vec2(i, y) + vec2(x, z) * vec2(textureItems, textureHeight);\n}\n\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/map.xyzw.texture.d.ts
TypeScript
mit
314
export default /* glsl */ `uniform float textureItems; uniform float textureHeight; vec2 mapXyzwTexture(vec4 xyzw) { float x = xyzw.x; float y = xyzw.y; float z = xyzw.z; float i = xyzw.w; return vec2(i, y) + vec2(x, z) * vec2(textureItems, textureHeight); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/map.xyzw.texture.js
JavaScript
mit
280
declare var _default: "varying vec4 vColor;\n\nvec4 getColor() {\n return vColor;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.fragment.color.d.ts
TypeScript
mit
115
export default /* glsl */ `varying vec4 vColor; vec4 getColor() { return vColor; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.fragment.color.js
JavaScript
mit
89
declare var _default: "#ifdef POSITION_STPQ\nvarying vec4 vSTPQ;\n#endif\n#ifdef POSITION_U\nvarying float vU;\n#endif\n#ifdef POSITION_UV\nvarying vec2 vUV;\n#endif\n#ifdef POSITION_UVW\nvarying vec3 vUVW;\n#endif\n#ifdef POSITION_UVWO\nvarying vec4 vUVWO;\n#endif\n\nvec4 getSample(vec4 uvwo, vec4 stpq);\n\nvec4 getMapColor() {\n #ifdef POSITION_STPQ\n vec4 stpq = vSTPQ;\n #else\n vec4 stpq = vec4(0.0);\n #endif\n\n #ifdef POSITION_U\n vec4 uvwo = vec4(vU, 0.0, 0.0, 0.0);\n #endif\n #ifdef POSITION_UV\n vec4 uvwo = vec4(vUV, 0.0, 0.0);\n #endif\n #ifdef POSITION_UVW\n vec4 uvwo = vec4(vUVW, 0.0);\n #endif\n #ifdef POSITION_UVWO\n vec4 uvwo = vec4(vUVWO);\n #endif\n\n return getSample(uvwo, stpq);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.fragment.map.d.ts
TypeScript
mit
757
export default /* glsl */ `#ifdef POSITION_STPQ varying vec4 vSTPQ; #endif #ifdef POSITION_U varying float vU; #endif #ifdef POSITION_UV varying vec2 vUV; #endif #ifdef POSITION_UVW varying vec3 vUVW; #endif #ifdef POSITION_UVWO varying vec4 vUVWO; #endif vec4 getSample(vec4 uvwo, vec4 stpq); vec4 getMapColor() { #ifdef POSITION_STPQ vec4 stpq = vSTPQ; #else vec4 stpq = vec4(0.0); #endif #ifdef POSITION_U vec4 uvwo = vec4(vU, 0.0, 0.0, 0.0); #endif #ifdef POSITION_UV vec4 uvwo = vec4(vUV, 0.0, 0.0); #endif #ifdef POSITION_UVW vec4 uvwo = vec4(vUVW, 0.0); #endif #ifdef POSITION_UVWO vec4 uvwo = vec4(vUVWO); #endif return getSample(uvwo, stpq); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.fragment.map.js
JavaScript
mit
696
declare var _default: "varying float vMask;\n\nfloat ease(float t) {\n t = clamp(t, 0.0, 1.0);\n return t * t * (3.0 - 2.0 * t);\n}\n\nvec4 maskColor() {\n if (vMask <= 0.0) discard;\n return vec4(vec3(1.0), ease(vMask));\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.fragment.mask.d.ts
TypeScript
mit
258
export default /* glsl */ `varying float vMask; float ease(float t) { t = clamp(t, 0.0, 1.0); return t * t * (3.0 - 2.0 * t); } vec4 maskColor() { if (vMask <= 0.0) discard; return vec4(vec3(1.0), ease(vMask)); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.fragment.mask.js
JavaScript
mit
226
declare var _default: "#ifdef POSITION_STPQ\nvarying vec4 vSTPQ;\n#endif\n#ifdef POSITION_U\nvarying float vU;\n#endif\n#ifdef POSITION_UV\nvarying vec2 vUV;\n#endif\n#ifdef POSITION_UVW\nvarying vec3 vUVW;\n#endif\n#ifdef POSITION_UVWO\nvarying vec4 vUVWO;\n#endif\n\nvec4 getSample(vec4 rgba, vec4 stpq);\n\nvec4 getMaterialColor(vec4 rgba) {\n vec4 stpq = vec4(0.0);\n\n #ifdef POSITION_U\n stpq.x = vU;\n #endif\n #ifdef POSITION_UV\n stpq.xy = vUV;\n #endif\n #ifdef POSITION_UVW\n stpq.xyz = vUVW;\n #endif\n #ifdef POSITION_UVWO\n stpq = vUVWO;\n #endif\n\n #ifdef POSITION_STPQ\n stpq = vSTPQ;\n #endif\n\n return getSample(rgba, stpq);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.fragment.material.d.ts
TypeScript
mit
694
export default /* glsl */ `#ifdef POSITION_STPQ varying vec4 vSTPQ; #endif #ifdef POSITION_U varying float vU; #endif #ifdef POSITION_UV varying vec2 vUV; #endif #ifdef POSITION_UVW varying vec3 vUVW; #endif #ifdef POSITION_UVWO varying vec4 vUVWO; #endif vec4 getSample(vec4 rgba, vec4 stpq); vec4 getMaterialColor(vec4 rgba) { vec4 stpq = vec4(0.0); #ifdef POSITION_U stpq.x = vU; #endif #ifdef POSITION_UV stpq.xy = vUV; #endif #ifdef POSITION_UVW stpq.xyz = vUVW; #endif #ifdef POSITION_UVWO stpq = vUVWO; #endif #ifdef POSITION_STPQ stpq = vSTPQ; #endif return getSample(rgba, stpq); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.fragment.material.js
JavaScript
mit
633
declare var _default: "varying vec3 vNormal;\nvarying vec3 vLight;\nvarying vec3 vPosition;\n\nvec3 offSpecular(vec3 color) {\n vec3 c = 1.0 - color;\n return 1.0 - c * c;\n}\n\nvec4 getShadedColor(vec4 rgba) {\n \n vec3 color = rgba.xyz;\n vec3 color2 = offSpecular(rgba.xyz);\n\n vec3 normal = normalize(vNormal);\n vec3 light = normalize(vLight);\n vec3 position = normalize(vPosition);\n \n float side = gl_FrontFacing ? -1.0 : 1.0;\n float cosine = side * dot(normal, light);\n float diffuse = mix(max(0.0, cosine), .5 + .5 * cosine, .1);\n \n vec3 halfLight = normalize(light + position);\n\tfloat cosineHalf = max(0.0, side * dot(normal, halfLight));\n\tfloat specular = pow(cosineHalf, 16.0);\n\t\n\treturn vec4(color * (diffuse * .9 + .05) + .25 * color2 * specular, rgba.a);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.fragment.shaded.d.ts
TypeScript
mit
836
export default /* glsl */ `varying vec3 vNormal; varying vec3 vLight; varying vec3 vPosition; vec3 offSpecular(vec3 color) { vec3 c = 1.0 - color; return 1.0 - c * c; } vec4 getShadedColor(vec4 rgba) { vec3 color = rgba.xyz; vec3 color2 = offSpecular(rgba.xyz); vec3 normal = normalize(vNormal); vec3 light = normalize(vLight); vec3 position = normalize(vPosition); float side = gl_FrontFacing ? -1.0 : 1.0; float cosine = side * dot(normal, light); float diffuse = mix(max(0.0, cosine), .5 + .5 * cosine, .1); vec3 halfLight = normalize(light + position); float cosineHalf = max(0.0, side * dot(normal, halfLight)); float specular = pow(cosineHalf, 16.0); return vec4(color * (diffuse * .9 + .05) + .25 * color2 * specular, rgba.a); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.fragment.shaded.js
JavaScript
mit
783
declare var _default: ""; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.fragment.texture.d.ts
TypeScript
mit
51
export default /* glsl */ ``;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.fragment.texture.js
JavaScript
mit
30
declare var _default: "vec4 getGammaInColor(vec4 rgba) {\n return vec4(rgba.rgb * rgba.rgb, rgba.a);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.gamma.in.d.ts
TypeScript
mit
134
export default /* glsl */ `vec4 getGammaInColor(vec4 rgba) { return vec4(rgba.rgb * rgba.rgb, rgba.a); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.gamma.in.js
JavaScript
mit
110
declare var _default: "vec4 getGammaOutColor(vec4 rgba) {\n return vec4(sqrt(rgba.rgb), rgba.a);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.gamma.out.d.ts
TypeScript
mit
130
export default /* glsl */ `vec4 getGammaOutColor(vec4 rgba) { return vec4(sqrt(rgba.rgb), rgba.a); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.gamma.out.js
JavaScript
mit
106
declare var _default: "vec4 mapUVWO(vec4 uvwo, vec4 stpq) {\n return uvwo;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.map.uvwo.d.ts
TypeScript
mit
108
export default /* glsl */ `vec4 mapUVWO(vec4 uvwo, vec4 stpq) { return uvwo; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.map.uvwo.js
JavaScript
mit
84
declare var _default: "uniform vec4 geometryClip;\nattribute vec4 position4;\n\n// External\nvec3 getPosition(vec4 xyzw, float canonical);\n\nvec3 getMeshPosition() {\n vec4 p = min(geometryClip, position4);\n return getPosition(p, 1.0);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.position.d.ts
TypeScript
mit
272
export default /* glsl */ `uniform vec4 geometryClip; attribute vec4 position4; // External vec3 getPosition(vec4 xyzw, float canonical); vec3 getMeshPosition() { vec4 p = min(geometryClip, position4); return getPosition(p, 1.0); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.position.js
JavaScript
mit
241
declare var _default: "attribute vec4 position4;\nuniform vec4 geometryClip;\nvarying vec4 vColor;\n\n// External\nvec4 getSample(vec4 xyzw);\n\nvoid vertexColor() {\n vec4 p = min(geometryClip, position4);\n vColor = getSample(p);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.vertex.color.d.ts
TypeScript
mit
266
export default /* glsl */ `attribute vec4 position4; uniform vec4 geometryClip; varying vec4 vColor; // External vec4 getSample(vec4 xyzw); void vertexColor() { vec4 p = min(geometryClip, position4); vColor = getSample(p); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.vertex.color.js
JavaScript
mit
234
declare var _default: "attribute vec4 position4;\nuniform vec4 geometryResolution;\nuniform vec4 geometryClip;\nvarying float vMask;\n\n// External\nfloat getSample(vec4 xyzw);\n\nvoid maskLevel() {\n vec4 p = min(geometryClip, position4);\n vMask = getSample(p * geometryResolution);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.vertex.mask.d.ts
TypeScript
mit
319
export default /* glsl */ `attribute vec4 position4; uniform vec4 geometryResolution; uniform vec4 geometryClip; varying float vMask; // External float getSample(vec4 xyzw); void maskLevel() { vec4 p = min(geometryClip, position4); vMask = getSample(p * geometryResolution); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.vertex.mask.js
JavaScript
mit
286
declare var _default: "uniform vec4 geometryResolution;\n\n#ifdef POSITION_STPQ\nvarying vec4 vSTPQ;\n#endif\n#ifdef POSITION_U\nvarying float vU;\n#endif\n#ifdef POSITION_UV\nvarying vec2 vUV;\n#endif\n#ifdef POSITION_UVW\nvarying vec3 vUVW;\n#endif\n#ifdef POSITION_UVWO\nvarying vec4 vUVWO;\n#endif\n\n// External\nvec3 getPosition(vec4 xyzw, in vec4 stpqIn, out vec4 stpqOut);\n\nvec3 getMeshPosition(vec4 xyzw, float canonical) {\n vec4 stpqOut, stpqIn = xyzw * geometryResolution;\n vec3 xyz = getPosition(xyzw, stpqIn, stpqOut);\n\n #ifdef POSITION_MAP\n if (canonical > 0.5) {\n #ifdef POSITION_STPQ\n vSTPQ = stpqOut;\n #endif\n #ifdef POSITION_U\n vU = stpqOut.x;\n #endif\n #ifdef POSITION_UV\n vUV = stpqOut.xy;\n #endif\n #ifdef POSITION_UVW\n vUVW = stpqOut.xyz;\n #endif\n #ifdef POSITION_UVWO\n vUVWO = stpqOut;\n #endif\n }\n #endif\n return xyz;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.vertex.position.d.ts
TypeScript
mit
948
export default /* glsl */ `uniform vec4 geometryResolution; #ifdef POSITION_STPQ varying vec4 vSTPQ; #endif #ifdef POSITION_U varying float vU; #endif #ifdef POSITION_UV varying vec2 vUV; #endif #ifdef POSITION_UVW varying vec3 vUVW; #endif #ifdef POSITION_UVWO varying vec4 vUVWO; #endif // External vec3 getPosition(vec4 xyzw, in vec4 stpqIn, out vec4 stpqOut); vec3 getMeshPosition(vec4 xyzw, float canonical) { vec4 stpqOut, stpqIn = xyzw * geometryResolution; vec3 xyz = getPosition(xyzw, stpqIn, stpqOut); #ifdef POSITION_MAP if (canonical > 0.5) { #ifdef POSITION_STPQ vSTPQ = stpqOut; #endif #ifdef POSITION_U vU = stpqOut.x; #endif #ifdef POSITION_UV vUV = stpqOut.xy; #endif #ifdef POSITION_UVW vUVW = stpqOut.xyz; #endif #ifdef POSITION_UVWO vUVWO = stpqOut; #endif } #endif return xyz; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/mesh.vertex.position.js
JavaScript
mit
881
declare var _default: "uniform float transitionEnter;\nuniform float transitionExit;\nuniform vec4 transitionScale;\nuniform vec4 transitionBias;\nuniform float transitionSkew;\nuniform float transitionActive;\n\nuniform vec4 moveFrom;\nuniform vec4 moveTo;\n\nfloat ease(float t) {\n t = clamp(t, 0.0, 1.0);\n return 1.0 - (2.0 - t) * t;\n}\n\nvec4 getTransitionPosition(vec4 xyzw, inout vec4 stpq) {\n if (transitionActive < 0.5) return xyzw;\n\n float enter = transitionEnter;\n float exit = transitionExit;\n float skew = transitionSkew;\n vec4 scale = transitionScale;\n vec4 bias = transitionBias;\n\n float factor = 1.0 + skew;\n float offset = dot(vec4(1.0), stpq * scale + bias);\n\n float a1 = ease(enter * factor - offset);\n float a2 = ease(exit * factor + offset - skew);\n\n return xyzw + a1 * moveFrom + a2 * moveTo;\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/move.position.d.ts
TypeScript
mit
897
export default /* glsl */ `uniform float transitionEnter; uniform float transitionExit; uniform vec4 transitionScale; uniform vec4 transitionBias; uniform float transitionSkew; uniform float transitionActive; uniform vec4 moveFrom; uniform vec4 moveTo; float ease(float t) { t = clamp(t, 0.0, 1.0); return 1.0 - (2.0 - t) * t; } vec4 getTransitionPosition(vec4 xyzw, inout vec4 stpq) { if (transitionActive < 0.5) return xyzw; float enter = transitionEnter; float exit = transitionExit; float skew = transitionSkew; vec4 scale = transitionScale; vec4 bias = transitionBias; float factor = 1.0 + skew; float offset = dot(vec4(1.0), stpq * scale + bias); float a1 = ease(enter * factor - offset); float a2 = ease(exit * factor + offset - skew); return xyzw + a1 * moveFrom + a2 * moveTo; }`;
cchudzicki/mathbox
build/esm/shaders/glsl/move.position.js
JavaScript
mit
845
declare var _default: "vec4 getMask(vec4 xyzw) {\n return vec4(1.0);\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/object.mask.default.d.ts
TypeScript
mit
100
export default /* glsl */ `vec4 getMask(vec4 xyzw) { return vec4(1.0); }`;
cchudzicki/mathbox
build/esm/shaders/glsl/object.mask.default.js
JavaScript
mit
77
declare var _default: "varying float vPixelSize;\n\nfloat getDiscAlpha(float mask) {\n // Approximation: 1 - x*x is approximately linear around x = 1 with slope 2\n return vPixelSize * (1.0 - mask);\n // return vPixelSize * 2.0 * (1.0 - sqrt(mask));\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.alpha.circle.d.ts
TypeScript
mit
286
declare var _default: "varying float vPixelSize;\n\nfloat getDiscHollowAlpha(float mask) {\n return vPixelSize * (0.5 - 2.0 * abs(sqrt(mask) - .75));\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.alpha.circle.hollow.d.ts
TypeScript
mit
183
export default /* glsl */ `varying float vPixelSize; float getDiscHollowAlpha(float mask) { return vPixelSize * (0.5 - 2.0 * abs(sqrt(mask) - .75)); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.alpha.circle.hollow.js
JavaScript
mit
157
export default /* glsl */ `varying float vPixelSize; float getDiscAlpha(float mask) { // Approximation: 1 - x*x is approximately linear around x = 1 with slope 2 return vPixelSize * (1.0 - mask); // return vPixelSize * 2.0 * (1.0 - sqrt(mask)); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.alpha.circle.js
JavaScript
mit
258
declare var _default: "varying float vPixelSize;\n\nfloat getGenericAlpha(float mask) {\n return vPixelSize * 2.0 * (1.0 - mask);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.alpha.generic.d.ts
TypeScript
mit
163
declare var _default: "varying float vPixelSize;\n\nfloat getGenericHollowAlpha(float mask) {\n return vPixelSize * (0.5 - 2.0 * abs(mask - .75));\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.alpha.generic.hollow.d.ts
TypeScript
mit
180
export default /* glsl */ `varying float vPixelSize; float getGenericHollowAlpha(float mask) { return vPixelSize * (0.5 - 2.0 * abs(mask - .75)); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.alpha.generic.hollow.js
JavaScript
mit
154
export default /* glsl */ `varying float vPixelSize; float getGenericAlpha(float mask) { return vPixelSize * 2.0 * (1.0 - mask); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.alpha.generic.js
JavaScript
mit
137
declare var _default: "varying vec2 vSprite;\n\nfloat getSpriteMask(vec2 xy);\nfloat getSpriteAlpha(float mask);\n\nvoid setFragmentColorFill(vec4 color) {\n float mask = getSpriteMask(vSprite);\n if (mask > 1.0) {\n discard;\n }\n float alpha = getSpriteAlpha(mask);\n if (alpha >= 1.0) {\n discard;\n }\n gl_FragColor = vec4(color.rgb, alpha * color.a);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.edge.d.ts
TypeScript
mit
401
export default /* glsl */ `varying vec2 vSprite; float getSpriteMask(vec2 xy); float getSpriteAlpha(float mask); void setFragmentColorFill(vec4 color) { float mask = getSpriteMask(vSprite); if (mask > 1.0) { discard; } float alpha = getSpriteAlpha(mask); if (alpha >= 1.0) { discard; } gl_FragColor = vec4(color.rgb, alpha * color.a); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.edge.js
JavaScript
mit
364
declare var _default: "varying vec2 vSprite;\n\nfloat getSpriteMask(vec2 xy);\nfloat getSpriteAlpha(float mask);\n\nvoid setFragmentColorFill(vec4 color) {\n float mask = getSpriteMask(vSprite);\n if (mask > 1.0) {\n discard;\n }\n float alpha = getSpriteAlpha(mask);\n if (alpha < 1.0) {\n discard;\n }\n gl_FragColor = color;\n}\n\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.fill.d.ts
TypeScript
mit
375
export default /* glsl */ `varying vec2 vSprite; float getSpriteMask(vec2 xy); float getSpriteAlpha(float mask); void setFragmentColorFill(vec4 color) { float mask = getSpriteMask(vSprite); if (mask > 1.0) { discard; } float alpha = getSpriteAlpha(mask); if (alpha < 1.0) { discard; } gl_FragColor = color; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.fill.js
JavaScript
mit
337
declare var _default: "varying float vPixelSize;\n\nfloat getCircleMask(vec2 uv) {\n return dot(uv, uv);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.circle.d.ts
TypeScript
mit
138
export default /* glsl */ `varying float vPixelSize; float getCircleMask(vec2 uv) { return dot(uv, uv); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.circle.js
JavaScript
mit
112
declare var _default: "varying float vPixelSize;\n\nfloat getDiamondMask(vec2 uv) {\n vec2 a = abs(uv);\n return a.x + a.y;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.diamond.d.ts
TypeScript
mit
158
export default /* glsl */ `varying float vPixelSize; float getDiamondMask(vec2 uv) { vec2 a = abs(uv); return a.x + a.y; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.diamond.js
JavaScript
mit
131
declare var _default: "varying float vPixelSize;\n\nfloat getTriangleDownMask(vec2 uv) {\n uv.y += .25;\n return max(uv.y, abs(uv.x) * .866 - uv.y * .5 + .6);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.down.d.ts
TypeScript
mit
193
export default /* glsl */ `varying float vPixelSize; float getTriangleDownMask(vec2 uv) { uv.y += .25; return max(uv.y, abs(uv.x) * .866 - uv.y * .5 + .6); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.down.js
JavaScript
mit
166
declare var _default: "varying float vPixelSize;\n\nfloat getTriangleLeftMask(vec2 uv) {\n uv.x += .25;\n return max(uv.x, abs(uv.y) * .866 - uv.x * .5 + .6);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.left.d.ts
TypeScript
mit
193
export default /* glsl */ `varying float vPixelSize; float getTriangleLeftMask(vec2 uv) { uv.x += .25; return max(uv.x, abs(uv.y) * .866 - uv.x * .5 + .6); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.left.js
JavaScript
mit
166
declare var _default: "varying float vPixelSize;\n\nfloat getTriangleRightMask(vec2 uv) {\n uv.x -= .25;\n return max(-uv.x, abs(uv.y) * .866 + uv.x * .5 + .6);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.right.d.ts
TypeScript
mit
195
export default /* glsl */ `varying float vPixelSize; float getTriangleRightMask(vec2 uv) { uv.x -= .25; return max(-uv.x, abs(uv.y) * .866 + uv.x * .5 + .6); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.right.js
JavaScript
mit
168
declare var _default: "varying float vPixelSize;\n\nfloat getSquareMask(vec2 uv) {\n vec2 a = abs(uv);\n return max(a.x, a.y);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.square.d.ts
TypeScript
mit
161
export default /* glsl */ `varying float vPixelSize; float getSquareMask(vec2 uv) { vec2 a = abs(uv); return max(a.x, a.y); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.square.js
JavaScript
mit
134
declare var _default: "varying float vPixelSize;\n\nfloat getTriangleUpMask(vec2 uv) {\n uv.y -= .25;\n return max(-uv.y, abs(uv.x) * .866 + uv.y * .5 + .6);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.up.d.ts
TypeScript
mit
192
export default /* glsl */ `varying float vPixelSize; float getTriangleUpMask(vec2 uv) { uv.y -= .25; return max(-uv.y, abs(uv.x) * .866 + uv.y * .5 + .6); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.mask.up.js
JavaScript
mit
165
export default /* glsl */ `uniform float pointDepth; uniform float pixelUnit; uniform float renderScale; uniform float renderScaleInv; uniform float focusDepth; uniform vec4 geometryClip; attribute vec4 position4; attribute vec2 sprite; varying vec2 vSprite; varying float vPixelSize; const float pointScale = POINT_SHAPE_SCALE; // External float getPointSize(vec4 xyzw); vec3 getPosition(vec4 xyzw, float canonical); vec3 getPointPosition() { vec4 p = min(geometryClip, position4); vec3 center = getPosition(p, 1.0); // Depth blending // TODO: orthographic camera // Workaround: set depth = 0 float z = -center.z; float depth = mix(z, focusDepth, pointDepth); // Match device/unit mapping // Sprite goes from -1..1, width = 2. float pointSize = getPointSize(p); float size = pointScale * pointSize * pixelUnit * .5; float depthSize = depth * size; // Pad sprite by half a pixel to make the anti-aliasing straddle the pixel edge // Note: pixelsize measures radius float pixelSize = .5 * (pointDepth > 0.0 ? depthSize / z : size); float paddedSize = pixelSize + 0.5; float padFactor = paddedSize / pixelSize; vPixelSize = paddedSize; vSprite = sprite; return center + vec3(sprite * depthSize * renderScaleInv * padFactor, 0.0); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/point.position.js
JavaScript
mit
1,291
declare var _default: "uniform float pointSize;\n\nfloat getPointSize(vec4 xyzw) {\n return pointSize;\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.size.uniform.d.ts
TypeScript
mit
134
export default /* glsl */ `uniform float pointSize; float getPointSize(vec4 xyzw) { return pointSize; }`;
cchudzicki/mathbox
build/esm/shaders/glsl/point.size.uniform.js
JavaScript
mit
109
declare var _default: "uniform float pointSize;\n\nvec4 getSample(vec4 xyzw);\n\nfloat getPointSize(vec4 xyzw) {\n return pointSize * getSample(xyzw).x;\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/point.size.varying.d.ts
TypeScript
mit
184
export default /* glsl */ `uniform float pointSize; vec4 getSample(vec4 xyzw); float getPointSize(vec4 xyzw) { return pointSize * getSample(xyzw).x; }`;
cchudzicki/mathbox
build/esm/shaders/glsl/point.size.varying.js
JavaScript
mit
157
export default /* glsl */ `uniform float polarBend; uniform float polarFocus; uniform float polarAspect; uniform float polarHelix; uniform mat4 viewMatrix; vec4 getPolarPosition(vec4 position, inout vec4 stpq) { if (polarBend > 0.0) { if (polarBend < 0.001) { // Factor out large addition/subtraction of polarFocus // to avoid numerical error // sin(x) ~ x // cos(x) ~ 1 - x * x / 2 vec2 pb = position.xy * polarBend; float ppbbx = pb.x * pb.x; return viewMatrix * vec4( position.x * (1.0 - polarBend + (pb.y * polarAspect)), position.y * (1.0 - .5 * ppbbx) - (.5 * ppbbx) * polarFocus / polarAspect, position.z + position.x * polarHelix * polarBend, 1.0 ); } else { vec2 xy = position.xy * vec2(polarBend, polarAspect); float radius = polarFocus + xy.y; return viewMatrix * vec4( sin(xy.x) * radius, (cos(xy.x) * radius - polarFocus) / polarAspect, position.z + position.x * polarHelix * polarBend, 1.0 ); } } else { return viewMatrix * vec4(position.xyz, 1.0); } }`;
cchudzicki/mathbox
build/esm/shaders/glsl/polar.position.js
JavaScript
mit
1,136
declare var _default: "uniform float styleZBias;\nuniform float styleZIndex;\n\nvoid setPosition(vec3 position) {\n vec4 pos = projectionMatrix * vec4(position, 1.0);\n\n // Apply relative Z bias\n float bias = (1.0 - styleZBias / 32768.0);\n pos.z *= bias;\n \n // Apply large scale Z index changes\n if (styleZIndex > 0.0) {\n float z = pos.z / pos.w;\n pos.z = ((z + 1.0) / (styleZIndex + 1.0) - 1.0) * pos.w;\n }\n \n gl_Position = pos;\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/project.position.d.ts
TypeScript
mit
488
export default /* glsl */ `uniform float styleZBias; uniform float styleZIndex; void setPosition(vec3 position) { vec4 pos = projectionMatrix * vec4(position, 1.0); // Apply relative Z bias float bias = (1.0 - styleZBias / 32768.0); pos.z *= bias; // Apply large scale Z index changes if (styleZIndex > 0.0) { float z = pos.z / pos.w; pos.z = ((z + 1.0) / (styleZIndex + 1.0) - 1.0) * pos.w; } gl_Position = pos; }`;
cchudzicki/mathbox
build/esm/shaders/glsl/project.position.js
JavaScript
mit
450
declare var _default: "// This is three.js' global uniform, missing from fragment shaders.\nuniform mat4 projectionMatrix;\n\nvec4 readbackPosition(vec3 position, vec4 stpq) {\n vec4 pos = projectionMatrix * vec4(position, 1.0);\n vec3 final = pos.xyz / pos.w;\n if (final.z < -1.0) {\n return vec4(0.0, 0.0, 0.0, -1.0);\n }\n else {\n return vec4(final, -position.z);\n }\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/project.readback.d.ts
TypeScript
mit
417
export default /* glsl */ `// This is three.js' global uniform, missing from fragment shaders. uniform mat4 projectionMatrix; vec4 readbackPosition(vec3 position, vec4 stpq) { vec4 pos = projectionMatrix * vec4(position, 1.0); vec3 final = pos.xyz / pos.w; if (final.z < -1.0) { return vec4(0.0, 0.0, 0.0, -1.0); } else { return vec4(final, -position.z); } } `;
cchudzicki/mathbox
build/esm/shaders/glsl/project.readback.js
JavaScript
mit
383
declare var _default: "uniform vec4 geometryScale;\nattribute vec4 position4;\n\nvec4 getRawPositionScale() {\n return geometryScale * position4;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/raw.position.scale.d.ts
TypeScript
mit
179
export default /* glsl */ `uniform vec4 geometryScale; attribute vec4 position4; vec4 getRawPositionScale() { return geometryScale * position4; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/raw.position.scale.js
JavaScript
mit
152
declare var _default: "uniform vec4 repeatModulus;\n\nvec4 getRepeatXYZW(vec4 xyzw) {\n return mod(xyzw + .5, repeatModulus) - .5;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/repeat.position.d.ts
TypeScript
mit
164
export default /* glsl */ `uniform vec4 repeatModulus; vec4 getRepeatXYZW(vec4 xyzw) { return mod(xyzw + .5, repeatModulus) - .5; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/repeat.position.js
JavaScript
mit
138
declare var _default: "uniform vec4 resampleBias;\n\nvec4 resamplePadding(vec4 xyzw) {\n return xyzw + resampleBias;\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/resample.padding.d.ts
TypeScript
mit
148
export default /* glsl */ `uniform vec4 resampleBias; vec4 resamplePadding(vec4 xyzw) { return xyzw + resampleBias; }`;
cchudzicki/mathbox
build/esm/shaders/glsl/resample.padding.js
JavaScript
mit
123
declare var _default: "uniform vec4 resampleFactor;\n\nvec4 resampleRelative(vec4 xyzw) {\n return xyzw * resampleFactor;\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/resample.relative.d.ts
TypeScript
mit
153
export default /* glsl */ `uniform vec4 resampleFactor; vec4 resampleRelative(vec4 xyzw) { return xyzw * resampleFactor; }`;
cchudzicki/mathbox
build/esm/shaders/glsl/resample.relative.js
JavaScript
mit
128
declare var _default: "uniform float transitionEnter;\nuniform float transitionExit;\nuniform vec4 transitionScale;\nuniform vec4 transitionBias;\nuniform float transitionSkew;\nuniform float transitionActive;\n\nfloat getTransitionSDFMask(vec4 stpq) {\n if (transitionActive < 0.5) return 1.0;\n\n float enter = transitionEnter;\n float exit = transitionExit;\n float skew = transitionSkew;\n vec4 scale = transitionScale;\n vec4 bias = transitionBias;\n\n float factor = 1.0 + skew;\n float offset = dot(vec4(1.0), stpq * scale + bias);\n\n vec2 d = vec2(enter, exit) * factor + vec2(-offset, offset - skew);\n if (exit == 1.0) return d.x;\n if (enter == 1.0) return d.y;\n return min(d.x, d.y);\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/reveal.mask.d.ts
TypeScript
mit
760
export default /* glsl */ `uniform float transitionEnter; uniform float transitionExit; uniform vec4 transitionScale; uniform vec4 transitionBias; uniform float transitionSkew; uniform float transitionActive; float getTransitionSDFMask(vec4 stpq) { if (transitionActive < 0.5) return 1.0; float enter = transitionEnter; float exit = transitionExit; float skew = transitionSkew; vec4 scale = transitionScale; vec4 bias = transitionBias; float factor = 1.0 + skew; float offset = dot(vec4(1.0), stpq * scale + bias); vec2 d = vec2(enter, exit) * factor + vec2(-offset, offset - skew); if (exit == 1.0) return d.x; if (enter == 1.0) return d.y; return min(d.x, d.y); }`;
cchudzicki/mathbox
build/esm/shaders/glsl/reveal.mask.js
JavaScript
mit
716
declare var _default: "vec3 getRootPosition(vec4 position, in vec4 stpqIn, out vec4 stpqOut) {\n stpqOut = stpqIn; // avoid inout confusion\n return position.xyz;\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/root.position.d.ts
TypeScript
mit
195
export default /* glsl */ `vec3 getRootPosition(vec4 position, in vec4 stpqIn, out vec4 stpqOut) { stpqOut = stpqIn; // avoid inout confusion return position.xyz; }`;
cchudzicki/mathbox
build/esm/shaders/glsl/root.position.js
JavaScript
mit
171
declare var _default: "uniform sampler2D dataTexture;\n\nvec4 sample2D(vec2 uv) {\n return texture2D(dataTexture, uv);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/sample.2d.d.ts
TypeScript
mit
152
export default /* glsl */ `uniform sampler2D dataTexture; vec4 sample2D(vec2 uv) { return texture2D(dataTexture, uv); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/sample.2d.js
JavaScript
mit
126
declare var _default: "uniform vec4 scaleAxis;\nuniform vec4 scaleOffset;\n\nvec4 sampleData(float x);\n\nvec4 getScalePosition(vec4 xyzw) {\n return scaleAxis * sampleData(xyzw.x).x + scaleOffset;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/scale.position.d.ts
TypeScript
mit
231
export default /* glsl */ `uniform vec4 scaleAxis; uniform vec4 scaleOffset; vec4 sampleData(float x); vec4 getScalePosition(vec4 xyzw) { return scaleAxis * sampleData(xyzw.x).x + scaleOffset; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/scale.position.js
JavaScript
mit
202
declare var _default: "uniform vec4 remapSTPQScale;\n\nvec4 screenMapSTPQ(vec4 xyzw, out vec4 stpq) {\n stpq = xyzw * remapSTPQScale;\n return xyzw;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/screen.map.stpq.d.ts
TypeScript
mit
183
export default /* glsl */ `uniform vec4 remapSTPQScale; vec4 screenMapSTPQ(vec4 xyzw, out vec4 stpq) { stpq = xyzw * remapSTPQScale; return xyzw; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/screen.map.stpq.js
JavaScript
mit
156
declare var _default: "uniform vec2 remapUVScale;\n\nvec4 screenMapXY(vec4 uvwo, vec4 stpq) {\n return vec4(floor(remapUVScale * uvwo.xy), 0.0, 0.0);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/screen.map.xy.d.ts
TypeScript
mit
183
export default /* glsl */ `uniform vec2 remapUVScale; vec4 screenMapXY(vec4 uvwo, vec4 stpq) { return vec4(floor(remapUVScale * uvwo.xy), 0.0, 0.0); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/screen.map.xy.js
JavaScript
mit
157
declare var _default: "uniform vec2 remapUVScale;\nuniform vec2 remapModulus;\nuniform vec2 remapModulusInv;\n\nvec4 screenMapXYZW(vec4 uvwo, vec4 stpq) {\n vec2 st = floor(remapUVScale * uvwo.xy);\n vec2 xy = st * remapModulusInv;\n vec2 ixy = floor(xy);\n vec2 fxy = xy - ixy;\n vec2 zw = fxy * remapModulus;\n return vec4(ixy.x, zw.y, ixy.y, zw.x);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/screen.map.xyzw.d.ts
TypeScript
mit
390
export default /* glsl */ `uniform vec2 remapUVScale; uniform vec2 remapModulus; uniform vec2 remapModulusInv; vec4 screenMapXYZW(vec4 uvwo, vec4 stpq) { vec2 st = floor(remapUVScale * uvwo.xy); vec2 xy = st * remapModulusInv; vec2 ixy = floor(xy); vec2 fxy = xy - ixy; vec2 zw = fxy * remapModulus; return vec4(ixy.x, zw.y, ixy.y, zw.x); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/screen.map.xyzw.js
JavaScript
mit
357
declare var _default: "vec2 screenPassUV(vec4 uvwo, vec4 stpq) {\n return uvwo.xy;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/screen.pass.uv.d.ts
TypeScript
mit
116
export default /* glsl */ `vec2 screenPassUV(vec4 uvwo, vec4 stpq) { return uvwo.xy; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/screen.pass.uv.js
JavaScript
mit
92
declare var _default: "void setScreenPosition(vec4 position) {\n gl_Position = vec4(position.xy * 2.0 - 1.0, 0.5, 1.0);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/screen.position.d.ts
TypeScript
mit
153
export default /* glsl */ `void setScreenPosition(vec4 position) { gl_Position = vec4(position.xy * 2.0 - 1.0, 0.5, 1.0); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/screen.position.js
JavaScript
mit
129
declare var _default: "uniform vec4 sliceOffset;\n\nvec4 getSliceOffset(vec4 xyzw) {\n return xyzw + sliceOffset;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/slice.position.d.ts
TypeScript
mit
147