code stringlengths 0 56.1M | repo_name stringlengths 3 57 | path stringlengths 2 176 | language stringclasses 672 values | license stringclasses 8 values | size int64 0 56.8M |
|---|---|---|---|---|---|
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 |