glre 0.21.0 → 0.23.0

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@@ -0,0 +1,134 @@
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+ import { is } from '../utils/helpers'
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+ import type { Node, NodeType, ConversionContext, X } from '../node'
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+
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+ // WGSLコード生成コンテキスト
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+ interface WGSLContext extends ConversionContext {
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+ target: 'webgpu'
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+ }
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+
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+ // ノードからWGSLコードを生成
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+ export const nodeToWGSL = (nodeProxy: X, context?: Partial<WGSLContext>): string => {
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+ const ctx: WGSLContext = {
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+ target: 'webgpu',
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+ nodes: new Map(),
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+ variables: new Map(),
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+ functions: new Map(),
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+ ...context,
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+ }
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+ return generateWGSLExpression(nodeProxy as any, ctx)
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+ }
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+
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+ // WGSL式を生成
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+ const generateWGSLExpression = (node: Node, context: WGSLContext): string => {
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+ if (!node) return '0.0'
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+ // 値ノード
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+ if (node.value !== undefined) return formatWGSLValue(node.value, node.type)
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+ // プロパティアクセス(スウィズル)
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+ if (node.property && node.parent) {
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+ const parentExpr = generateWGSLExpression(node.parent, context)
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+ return `${parentExpr}.${node.property}`
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+ }
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+ // 演算子ノード
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+ if (node.operator && node.children && node.children.length >= 2) return generateWGSLOperator(node, context)
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+ // 数学関数ノード
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+ if (node.mathFunction && node.children && node.children.length >= 1)
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+ return generateWGSLMathFunction(node, context)
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+ return '0.0'
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+ }
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+
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+ // WGSL値をフォーマット
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+ const formatWGSLValue = (value: any, type: NodeType): string => {
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+ if (type === 'float') {
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+ const num = Number(value)
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+ return num % 1 === 0 ? `${num}.0` : `${num}`
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+ }
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+ if (type === 'int') return `${Math.floor(Number(value))}`
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+ if (type === 'bool') return Boolean(value) ? 'true' : 'false'
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+ if (is.arr(value)) {
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+ const values = value
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+ .map((v) => {
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+ const num = Number(v)
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+ return num % 1 === 0 ? `${num}.0` : `${num}`
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+ })
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+ .join(', ')
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+ if (type === 'vec2') return `vec2<f32>(${values})`
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+ if (type === 'vec3') return `vec3<f32>(${values})`
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+ if (type === 'vec4') return `vec4<f32>(${values})`
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+ if (type === 'color') return `vec3<f32>(${values})`
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+ }
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+
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+ return '0.0'
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+ }
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+
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+ // WGSL演算子を生成
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+ const generateWGSLOperator = (node: Node, context: WGSLContext): string => {
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+ if (!node.children || node.children.length < 2) return '0.0'
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+ const left = generateWGSLExpression(node.children[0], context)
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+ const right = generateWGSLExpression(node.children[1], context)
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+ if (node.operator === 'add') return `(${left} + ${right})`
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+ if (node.operator === 'sub') return `(${left} - ${right})`
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+ if (node.operator === 'mul') return `(${left} * ${right})`
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+ if (node.operator === 'div') return `(${left} / ${right})`
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+ if (node.operator === 'mod') return `(${left} % ${right})`
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+ if (node.operator === 'equal') return `(${left} == ${right})`
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+ if (node.operator === 'notEqual') return `(${left} != ${right})`
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+ if (node.operator === 'lessThan') return `(${left} < ${right})`
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+ if (node.operator === 'lessThanEqual') return `(${left} <= ${right})`
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+ if (node.operator === 'greaterThan') return `(${left} > ${right})`
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+ if (node.operator === 'greaterThanEqual') return `(${left} >= ${right})`
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+ if (node.operator === 'and') return `(${left} && ${right})`
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+ if (node.operator === 'or') return `(${left} || ${right})`
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+ return `(${left} + ${right})`
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+ }
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+
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+ // WGSL数学関数を生成
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+ const generateWGSLMathFunction = (node: Node, context: WGSLContext): string => {
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+ if (!node.children || node.children.length < 1) return '0.0'
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+ const fun = node.mathFunction
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+ const args = node.children.map((child) => generateWGSLExpression(child, context))
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+ const [x, y, z] = args
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+ // @TODO FIX
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+ // if (fun === 'toVar') return x // toVarは変数化のヒントなので、そのまま返す
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+ if (args.length === 1) return `${fun}(${x})`
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+ if (args.length === 2) return `${fun}(${x}, ${y})`
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+ if (args.length === 3) return `${fun}(${x}, ${y}, ${z})`
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+ return x || '0.0'
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+ }
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+
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+ // 完全なWGSLシェーダーを生成
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+ export const wgsl = (
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+ fragmentNode: X,
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+ options?: {
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+ uniforms?: Record<string, any>
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+ }
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+ ) => {
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+ let shader = ''
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+ // ユニフォーム変数の追加
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+ if (options?.uniforms) {
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+ Object.entries(options.uniforms).forEach(([name, value]) => {
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+ const type = inferWGSLType(value)
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+ shader += `@group(0) @binding(0) var<uniform> ${name}: ${type};\n`
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+ })
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+ shader += '\n'
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+ }
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+ shader += '@fragment\n'
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+ shader += 'fn main() -> @location(0) vec4<f32> {\n'
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+ const fragmentExpr = nodeToWGSL(fragmentNode)
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+ shader += ` return ${fragmentExpr};\n`
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+ shader += '}\n'
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+
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+ return shader
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+ }
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+
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+ // 値からWGSL型を推定
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+ const inferWGSLType = (value: any): string => {
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+ if (is.num(value)) return 'f32'
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+ if (is.bol(value)) return 'bool'
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+ if (is.arr(value)) {
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+ const len = value.length
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+ if (len === 2) return 'vec2<f32>'
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+ if (len === 3) return 'vec3<f32>'
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+ if (len === 4) return 'vec4<f32>'
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+ }
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+ return 'f32'
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+ }
package/src/index.ts ADDED
@@ -0,0 +1,107 @@
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+ import { durable, event } from 'reev'
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+ import { createFrame, createQueue } from 'refr'
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+ import { webgl } from './webgl'
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+ import { webgpu } from './webgpu'
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+ import { is } from './utils/helpers'
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+ import type { EventState } from 'reev'
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+ import type { GL } from './types'
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+ export * from './code/glsl'
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+ export * from './code/wgsl'
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+ export * from './node'
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+ export * from './types'
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+ export * from './utils/helpers'
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+ export * from './utils/pipeline'
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+ export * from './utils/program'
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+ export * from './webgl'
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+ export * from './webgpu'
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+
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+ export const isGL = (a: unknown): a is EventState<GL> => {
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+ if (!is.obj(a)) return false
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+ if ('isGL' in a) return true
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+ return false
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+ }
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+ export const isServer = () => {
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+ return typeof window === 'undefined'
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+ }
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+
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+ export const isWebGPUSupported = () => {
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+ if (isServer()) return false
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+ return 'gpu' in navigator
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+ }
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+
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+ let iTime = performance.now(),
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+ iPrevTime = 0,
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+ iDeltaTime = 0
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+
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+ export const createGL = (props?: Partial<GL>) => {
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+ const gl = event<Partial<GL>>({
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+ isNative: false,
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+ isWebGL: true,
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+ isLoop: true,
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+ isGL: true,
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+ size: [0, 0],
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+ mouse: [0, 0],
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+ count: 3,
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+ webgl: {},
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+ webgpu: {},
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+ }) as EventState<GL>
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+
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+ gl.queue = createQueue()
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+ gl.frame = createFrame()
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+
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+ gl.attribute = durable((k, v, i) => gl.queue(() => gl._attribute?.(k, v, i)))
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+ gl.uniform = durable((k, v, i) => gl.queue(() => gl._uniform?.(k, v, i)))
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+ gl.texture = durable((k, v) => gl.queue(() => gl._texture?.(k, v)))
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+
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+ gl('mount', async () => {
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+ if (!isWebGPUSupported()) gl.isWebGL = true
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+ if (gl.isWebGL) {
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+ await webgl(gl)
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+ } else await webgpu(gl)
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+ gl.resize()
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+ gl.frame(() => {
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+ gl.loop()
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+ gl.render()
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+ return gl.isLoop
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+ })
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+ if (gl.isNative) return
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+ window.addEventListener('resize', gl.resize)
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+ gl.el.addEventListener('mousemove', gl.mousemove)
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+ })
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+
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+ gl('clean', () => {
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+ gl.frame.stop()
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+ gl.frame.clean(gl.render)
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+ if (gl.isNative) return
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+ window.removeEventListener('resize', gl.resize)
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+ gl.el.removeEventListener('mousemove', gl.mousemove)
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+ })
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+
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+ gl('loop', () => {
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+ iPrevTime = iTime
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+ iTime = performance.now() / 1000
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+ iDeltaTime = iTime - iPrevTime
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+ gl.uniform({ iPrevTime, iTime, iDeltaTime })
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+ // if (gl.fragmentNode) updateUniforms({ time: iTime }) // @TODO FIX
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+ })
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+
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+ gl('resize', () => {
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+ const w = gl.width || window.innerWidth
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+ const h = gl.height || window.innerHeight
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+ gl.size[0] = gl.el.width = w
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+ gl.size[1] = gl.el.height = h
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+ gl.uniform('iResolution', gl.size)
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+ })
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+
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+ gl('mousemove', (_e: any, x = _e.clientX, y = _e.clientY) => {
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+ const [w, h] = gl.size
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+ const { top, left } = gl.el.getBoundingClientRect()
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+ gl.mouse[0] = (x - top - w / 2) / (w / 2)
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+ gl.mouse[1] = -(y - left - h / 2) / (h / 2)
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+ gl.uniform('iMouse', gl.mouse)
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+ })
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+
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+ return gl(props)
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+ }
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+
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+ export default createGL
package/src/native.ts ADDED
@@ -0,0 +1,29 @@
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+ import { useState } from 'react' // @ts-ignore
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+ import { Dimensions } from 'react-native'
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+ import { createGL, isGL } from './index'
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+ import type { GL } from './types'
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+ export * from './index'
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+
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+ export const useGL = (props: Partial<GL> = {}) => {
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+ return useState(() => {
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+ const gl = isGL(props) ? props : createGL(props)
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+ gl.ref = (ctx: any) => {
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+ gl.el = {} as any
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+ gl({
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+ render() {
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+ ctx.flush()
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+ ctx.endFrameEXP()
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+ },
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+ })
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+ gl.mount()
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+ const resize = () => {
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+ gl.width = ctx.drawingBufferWidth
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+ gl.height = ctx.drawingBufferHeight
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+ gl.resize()
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+ }
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+ resize()
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+ Dimensions.addEventListener('change', resize)
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+ }
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+ return gl({ isNative: true })
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+ })[0]
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+ }
@@ -0,0 +1,60 @@
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+ import { CACHE_BOOLS, CACHE_INTS, CACHE_FLOATS } from './const'
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+ import { node } from '.'
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+ import type { X } from './types'
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+
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+ const boolCache = new Map<boolean, X>()
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+ const intCache = new Map<number, X>()
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+ const floatCache = new Map<number, X>()
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+
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+ const initializeCache = () => {
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+ CACHE_BOOLS.forEach((value) => {
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+ boolCache.set(value, node('bool', value))
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+ })
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+ CACHE_INTS.forEach((value) => {
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+ intCache.set(value, node('int', value))
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+ })
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+ CACHE_FLOATS.forEach((value) => {
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+ floatCache.set(value, node('float', value))
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+ })
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+ }
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+
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+ export const getCachedBool = (x: boolean): X => {
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+ if (!boolCache.has(x)) initializeCache()
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+ return boolCache.get(x) || node('bool', x)
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+ }
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+
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+ // キャッシュされたintノードを取得
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+ export const getCachedInt = (x: number): X => {
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+ if (intCache.has(x)) return intCache.get(x)!
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+ return node('int', x)
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+ }
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+
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+ // キャッシュされたfloatノードを取得
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+ export const getCachedFloat = (x: number): X => {
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+ if (floatCache.has(x)) return floatCache.get(x)!
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+ return node('float', x)
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+ }
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+
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+ // ノードの重複を検出
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+ export const findDuplicateNodes = (nodes: X[]): Map<string, X[]> => {
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+ const duplicates = new Map<string, X[]>()
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+ const signatures = new Map<string, X>()
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+
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+ nodes.forEach((nodeProxy) => {
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+ const signature = generateNodeSignature(nodeProxy)
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+ if (signatures.has(signature)) {
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+ if (!duplicates.has(signature)) duplicates.set(signature, [signatures.get(signature)!])
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+ duplicates.get(signature)!.push(nodeProxy)
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+ } else signatures.set(signature, nodeProxy)
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+ })
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+ return duplicates
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+ }
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+
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+ // ノードのシグネチャを生成
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+ const generateNodeSignature = (nodeProxy: X): string => {
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+ const parts = [nodeProxy.type, `${nodeProxy.value}`, nodeProxy.property || '']
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+ return parts.join('|')
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+ }
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+
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+ // 初期化を実行
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+ // initializeCache()
@@ -0,0 +1,130 @@
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+ // 基本型定数
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+ export const TYPES = [
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+ 'float',
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+ 'int',
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+ 'uint',
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+ 'bool',
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+ 'color',
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+ 'vec2',
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+ 'vec3',
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+ 'vec4',
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+ 'mat2',
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+ 'mat3',
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+ 'mat4',
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+ 'ivec2',
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+ 'ivec3',
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+ 'ivec4',
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+ 'uvec2',
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+ 'uvec3',
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+ 'uvec4',
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+ 'bvec2',
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+ 'bvec3',
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+ 'bvec4',
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+ ] as const
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+
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+ export type NodeType = (typeof TYPES)[number]
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+
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+ // スウィズル定数
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+ export const SWIZZLES = ['x', 'y', 'z', 'w', 'r', 'g', 'b', 'a', 's', 't', 'p', 'q'] as const
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+
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+ type AllSwizzles<T extends string> = T | `${T}${T}` | `${T}${T}${T}` | `${T}${T}${T}${T}`
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+
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+ export type Swillzes =
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+ | AllSwizzles<'x' | 'y' | 'z' | 'w'>
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+ | AllSwizzles<'r' | 'g' | 'b' | 'a'>
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+ | AllSwizzles<'p' | 'q'>
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+ | AllSwizzles<'s' | 't'>
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+
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+ // 演算子定数
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+ export const OPERATORS = [
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+ 'add',
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+ 'sub',
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+ 'mul',
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+ 'div',
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+ 'mod',
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+ 'equal',
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+ 'notEqual',
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+ 'lessThan',
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+ 'lessThanEqual',
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+ 'greaterThan',
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+ 'greaterThanEqual',
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+ 'and',
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+ 'or',
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+ 'not',
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+ 'assign',
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+ 'xor',
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+ 'bitAnd',
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+ 'bitNot',
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+ 'bitOr',
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+ 'bitXor',
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+ 'shiftLeft',
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+ 'shiftRight',
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+ ] as const
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+
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+ export type Operator = (typeof OPERATORS)[number]
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+
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+ // 数学関数定数
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+ export const FUNCTIONS = [
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+ 'abs',
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+ 'acos',
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+ 'asin',
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+ 'atan',
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+ 'atan2',
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+ 'ceil',
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+ 'clamp',
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+ 'cos',
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+ 'cross',
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+ 'degrees',
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+ 'distance',
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+ 'dot',
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+ 'exp',
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+ 'exp2',
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+ 'faceforward',
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+ 'floor',
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+ 'fract',
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+ 'length',
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+ 'all',
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+ 'any',
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+ 'bitcast',
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+ 'cbrt',
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+ 'dFdx',
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+ 'dFdy',
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+ 'difference',
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+ 'equals',
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+ 'fwidth',
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+ 'inverseSqrt',
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+ 'lengthSq',
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+ 'log',
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+ 'log2',
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+ 'max',
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+ 'min',
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+ 'mix',
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+ 'negate',
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+ 'normalize',
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+ 'oneMinus',
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+ 'pow',
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+ 'pow2',
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+ 'pow3',
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+ 'pow4',
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+ 'radians',
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+ 'reciprocal',
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+ 'reflect',
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+ 'refract',
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+ 'round',
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+ 'saturate',
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+ 'sign',
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+ 'sin',
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+ 'smoothstep',
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+ 'sqrt',
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+ 'step',
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+ 'tan',
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+ 'transformDirection',
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+ 'trunc',
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+ ] as const
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+
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+ export type MathFunction = (typeof FUNCTIONS)[number]
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+
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+ // キャッシュ用定数
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+ export const CACHE_BOOLS = [true, false] as const
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+ export const CACHE_INTS = [0, 1, 2, 3, 4, 5] as const
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+ export const CACHE_FLOATS = [0.0, 1.0, 0.5, 2.0] as const
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+ import { node } from '.'
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+ import { getCachedBool, getCachedInt, getCachedFloat } from './cache'
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+ import { is } from '../utils/helpers'
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+ import type { X } from './types'
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+
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+ // JavaScript値をノードに変換
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+ export const convertToNode = (x: unknown): X => {
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+ if (is.bol(x)) return getCachedBool(x)
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+ if (is.num(x)) {
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+ if (is.int(x)) return getCachedInt(x)
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+ return getCachedFloat(x)
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+ }
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+ if (is.arr(x)) return convertArrayToNode(x)
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+ if (is.obj(x)) return convertObjectToNode(x)
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+ return node('float', 0)
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+ }
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+
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+ // 配列をベクトル/行列ノードに変換
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+ const convertArrayToNode = (array: number[]): X => {
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+ const len = array.length
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+ if (len === 2) return node('vec2', array)
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+ if (len === 3) return node('vec3', array)
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+ if (len === 4) return node('vec4', array)
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+ if (len === 9) return node('mat3', array)
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+ if (len === 16) return node('mat4', array)
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+ return node('float', array[0])
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+ }
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+
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+ // オブジェクトをノードに変換
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+ const convertObjectToNode = (obj: any): X => {
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+ // カラーオブジェクトの検出
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+ if ('r' in obj && 'g' in obj && 'b' in obj) {
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+ const arr = [obj.r, obj.g, obj.b]
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+ if ('a' in obj) arr.push(obj.a)
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+ return node('color', arr)
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+ }
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+ // ベクトルライクオブジェクトの検出
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+ if ('x' in obj && 'y' in obj) {
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+ const arr = [obj.x, obj.y]
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+ if ('z' in obj) arr.push(obj.z)
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+ if ('w' in obj) arr.push(obj.w)
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+ return convertArrayToNode(arr)
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+ }
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+ return node('float', 0)
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+ }
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+
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+ // 型変換関数
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+ export const float = (x: unknown): X => {
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+ if (is.num(x)) return getCachedFloat(x)
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+ return node('float', Number(x))
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+ }
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+
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+ export const int = (x: unknown): X => {
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+ if (is.num(x) && Number.isInteger(x)) return getCachedInt(x)
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+ return node('int', Math.floor(Number(x)))
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+ }
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+
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+ export const bool = (x: unknown): X => {
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+ return getCachedBool(Boolean(x))
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+ }
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+
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+ export const vec2 = (x?: any, y?: any): X => {
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+ if (is.und(x)) return node('vec2', [0, 0])
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+ if (is.und(y)) {
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+ if (is.arr(x)) return node('vec2', x.slice(0, 2))
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+ if (is.obj(x) && 'x' in x && 'y' in x) return node('vec2', [x.x, x.y])
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+ return node('vec2', [Number(x), Number(x)])
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+ }
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+ return node('vec2', [Number(x), Number(y)])
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+ }
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+
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+ export const vec3 = (x?: any, y?: any, z?: any): X => {
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+ if (is.und(x)) return node('vec3', [0, 0, 0])
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+ if (is.und(y)) {
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+ if (is.arr(x)) return node('vec3', x.slice(0, 3))
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+ if (is.obj(x) && 'x' in x && 'y' in x && 'z' in x) return node('vec3', [x.x, x.y, x.z])
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+ return node('vec3', [Number(x), Number(x), Number(x)])
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+ }
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+ if (z === undefined) {
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+ return node('vec3', [Number(x), Number(y), 0])
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+ }
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+ return node('vec3', [Number(x), Number(y), Number(z)])
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+ }
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+
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+ export const vec4 = (x?: any, y?: any, z?: any, w?: any): X => {
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+ if (is.und(x)) return node('vec4', [0, 0, 0, 1])
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+ if (is.und(y)) {
88
+ if (is.arr(x)) return node('vec4', x.slice(0, 4))
89
+ if (is.obj(x) && 'x' in x && 'y' in x && 'z' in x && 'w' in x) return node('vec4', [x.x, x.y, x.z, x.w])
90
+ return node('vec4', [Number(x), Number(x), Number(x), 1])
91
+ }
92
+ return node('vec4', [Number(x), Number(y), Number(z), Number(w)])
93
+ }
94
+
95
+ export const color = (r?: any, g?: any, b?: any): X => {
96
+ if (r === undefined) return node('color', [1, 1, 1])
97
+
98
+ // 16進数カラーの処理
99
+ if (is.str(r) && r.startsWith('#')) {
100
+ const hex = r.slice(1)
101
+ const num = parseInt(hex, 16)
102
+ return node('color', [((num >> 16) & 255) / 255, ((num >> 8) & 255) / 255, (num & 255) / 255])
103
+ }
104
+
105
+ // 数値カラーの処理
106
+ if (is.num(r) && g === undefined && b === undefined) {
107
+ return node('color', [((r >> 16) & 255) / 255, ((r >> 8) & 255) / 255, (r & 255) / 255])
108
+ }
109
+
110
+ return vec3(r, g, b)
111
+ }
@@ -0,0 +1,93 @@
1
+ import { float } from './conv'
2
+ import { node } from './node'
3
+ import { uniform } from './uniform'
4
+ import { is } from '../utils/helpers'
5
+ import type { X, FunctionNode, ConditionalNode } from './types'
6
+ export type { X, FunctionNode, ConditionalNode }
7
+ export * from './cache'
8
+ export * from './const'
9
+ export * from './conv'
10
+ export * from './node'
11
+ export * from './types'
12
+ export * from './uniform'
13
+
14
+ // 関数定義
15
+ export const Fn = (jsFunc: Function): FunctionNode => {
16
+ const functionNode = (...args: any[]) => {
17
+ const inputs = args.map((arg) => {
18
+ if (is.obj(arg) && 'type' in arg && arg.type) return arg
19
+ return float(arg)
20
+ })
21
+ const result = jsFunc(inputs)
22
+ return result || float(0)
23
+ }
24
+ functionNode.call = (inputs: X[]) => jsFunc(inputs)
25
+ return functionNode as FunctionNode
26
+ }
27
+
28
+ // 条件分岐
29
+ export const If = (condition: X, callback: () => void): ConditionalNode => {
30
+ callback()
31
+
32
+ const conditionalNode = {
33
+ ElseIf(newCondition: X, newCallback: () => void): ConditionalNode {
34
+ newCallback()
35
+ return conditionalNode
36
+ },
37
+ Else(elseCallback: () => void) {
38
+ elseCallback()
39
+ },
40
+ }
41
+
42
+ return conditionalNode
43
+ }
44
+
45
+ // 組み込み変数
46
+ export const gl_FragCoord = node('vec4', undefined)
47
+ export const gl_Position = node('vec4', undefined)
48
+ export const iTime = uniform(0.0)
49
+ export const iResolution = uniform([1920, 1080])
50
+ export const iMouse = uniform([0, 0])
51
+
52
+ // 数学関数
53
+ export const abs = (x: X) => x.abs()
54
+ export const sin = (x: X) => x.sin()
55
+ export const cos = (x: X) => x.cos()
56
+ export const tan = (x: X) => x.tan()
57
+ export const sqrt = (x: X) => x.sqrt()
58
+ export const floor = (x: X) => x.floor()
59
+ export const ceil = (x: X) => x.ceil()
60
+ export const fract = (x: X) => x.fract()
61
+ export const normalize = (x: X) => x.normalize()
62
+ export const length = (x: X) => x.length()
63
+
64
+ /**
65
+ * @TODO FIX
66
+ export const min = (a: X, b: X) => {
67
+ return node('float', undefined, {
68
+ mathFunction: 'min',
69
+ children: [a as any, b as any],
70
+ })
71
+ }
72
+
73
+ export const max = (a: X, b: X) => {
74
+ return node('float', undefined, {
75
+ mathFunction: 'max',
76
+ children: [a as any, b as any],
77
+ })
78
+ }
79
+
80
+ export const mix = (a: X, b: X, t: X) => {
81
+ return node('float', undefined, {
82
+ mathFunction: 'mix',
83
+ children: [a as any, b as any, t as any],
84
+ })
85
+ }
86
+
87
+ export const clamp = (x: X, min: X, max: X) => {
88
+ return node('float', undefined, {
89
+ mathFunction: 'clamp',
90
+ children: [x as any, min as any, max as any],
91
+ })
92
+ }
93
+ */