three-gpu-pathtracer 0.0.5 → 0.0.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -21
- package/README.md +815 -728
- package/build/index.module.js +5474 -3706
- package/build/index.module.js.map +1 -1
- package/build/index.umd.cjs +5479 -3704
- package/build/index.umd.cjs.map +1 -1
- package/package.json +68 -60
- package/src/core/DynamicPathTracingSceneGenerator.js +119 -111
- package/src/core/MaterialReducer.js +256 -256
- package/src/core/PathTracingRenderer.js +270 -255
- package/src/core/PathTracingSceneGenerator.js +4 -3
- package/src/index.js +35 -26
- package/src/materials/AlphaDisplayMaterial.js +48 -48
- package/src/materials/AmbientOcclusionMaterial.js +197 -197
- package/src/materials/BlendMaterial.js +67 -67
- package/src/materials/DenoiseMaterial.js +142 -0
- package/src/materials/GraphMaterial.js +243 -0
- package/src/materials/LambertPathTracingMaterial.js +285 -285
- package/src/materials/MaterialBase.js +56 -56
- package/src/materials/PhysicalPathTracingMaterial.js +970 -848
- package/src/{core → objects}/EquirectCamera.js +13 -13
- package/src/{core → objects}/PhysicalCamera.js +28 -28
- package/src/objects/PhysicalSpotLight.js +14 -0
- package/src/objects/ShapedAreaLight.js +12 -0
- package/src/shader/shaderEnvMapSampling.js +59 -59
- package/src/shader/shaderGGXFunctions.js +100 -108
- package/src/shader/shaderIridescenceFunctions.js +130 -0
- package/src/shader/shaderLightSampling.js +231 -87
- package/src/shader/shaderMaterialSampling.js +542 -501
- package/src/shader/shaderSheenFunctions.js +98 -0
- package/src/shader/shaderStructs.js +321 -191
- package/src/shader/shaderUtils.js +364 -287
- package/src/uniforms/EquirectHdrInfoUniform.js +259 -263
- package/src/uniforms/IESProfilesTexture.js +100 -0
- package/src/uniforms/LightsInfoUniformStruct.js +162 -0
- package/src/uniforms/MaterialsTexture.js +426 -319
- package/src/uniforms/PhysicalCameraUniform.js +36 -36
- package/src/uniforms/RenderTarget2DArray.js +93 -93
- package/src/utils/BlurredEnvMapGenerator.js +113 -113
- package/src/utils/GeometryPreparationUtils.js +21 -1
- package/src/utils/IESLoader.js +325 -0
- package/src/utils/UVUnwrapper.js +101 -101
- package/src/workers/PathTracingSceneWorker.js +42 -41
- package/src/uniforms/LightsTexture.js +0 -83
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import { NoBlending } from 'three';
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import { MaterialBase } from './MaterialBase.js';
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export class DenoiseMaterial extends MaterialBase {
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constructor( parameters ) {
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super( {
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blending: NoBlending,
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transparent: false,
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depthWrite: false,
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depthTest: false,
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defines: {
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USE_SLIDER: 0,
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},
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uniforms: {
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sigma: { value: 5.0 },
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threshold: { value: 0.03 },
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kSigma: { value: 1.0 },
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map: { value: null },
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`,
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fragmentShader: /* glsl */`
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Copyright (c) 2018-2019 Michele Morrone
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// All rights reserved.
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//
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// https://michelemorrone.eu - https://BrutPitt.com
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//
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// me@michelemorrone.eu - brutpitt@gmail.com
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// twitter: @BrutPitt - github: BrutPitt
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//
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// https://github.com/BrutPitt/glslSmartDeNoise/
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//
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// This software is distributed under the terms of the BSD 2-Clause license
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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uniform sampler2D map;
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uniform float sigma;
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uniform float threshold;
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uniform float kSigma;
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varying vec2 vUv;
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#define INV_SQRT_OF_2PI 0.39894228040143267793994605993439
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#define INV_PI 0.31830988618379067153776752674503
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// Parameters:
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// sampler2D tex - sampler image / texture
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// vec2 uv - actual fragment coord
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// float sigma > 0 - sigma Standard Deviation
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// float kSigma >= 0 - sigma coefficient
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// kSigma * sigma --> radius of the circular kernel
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// float threshold - edge sharpening threshold
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vec4 smartDeNoise( sampler2D tex, vec2 uv, float sigma, float kSigma, float threshold ) {
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float radius = round( kSigma * sigma );
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float radQ = radius * radius;
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float invSigmaQx2 = 0.5 / ( sigma * sigma );
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float invSigmaQx2PI = INV_PI * invSigmaQx2;
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float invThresholdSqx2 = 0.5 / ( threshold * threshold );
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float invThresholdSqrt2PI = INV_SQRT_OF_2PI / threshold;
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vec4 centrPx = texture2D( tex, uv );
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centrPx.rgb *= centrPx.a;
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float zBuff = 0.0;
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vec4 aBuff = vec4( 0.0 );
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vec2 size = vec2( textureSize( tex, 0 ) );
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vec2 d;
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for ( d.x = - radius; d.x <= radius; d.x ++ ) {
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float pt = sqrt( radQ - d.x * d.x );
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for ( d.y = - pt; d.y <= pt; d.y ++ ) {
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float blurFactor = exp( - dot( d, d ) * invSigmaQx2 ) * invSigmaQx2PI;
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vec4 walkPx = texture2D( tex, uv + d / size );
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walkPx.rgb *= walkPx.a;
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vec4 dC = walkPx - centrPx;
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float deltaFactor = exp( - dot( dC.rgba, dC.rgba ) * invThresholdSqx2 ) * invThresholdSqrt2PI * blurFactor;
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zBuff += deltaFactor;
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aBuff += deltaFactor * walkPx;
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}
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}
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return aBuff / zBuff;
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}
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void main() {
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gl_FragColor = smartDeNoise( map, vec2( vUv.x, vUv.y ), sigma, kSigma, threshold );
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#include <tonemapping_fragment>
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#include <encodings_fragment>
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#include <premultiplied_alpha_fragment>
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}
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`
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} );
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this.setValues( parameters );
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}
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}
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import { NoBlending, Color, Vector2, Vector4 } from 'three';
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import { MaterialBase } from './MaterialBase.js';
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export class GraphMaterial extends MaterialBase {
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get graphFunctionSnippet() {
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return this._graphFunctionSnippet;
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}
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set graphFunctionSnippet( v ) {
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this._graphFunctionSnippet = v;
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}
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constructor( parameters ) {
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super( {
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blending: NoBlending,
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transparent: false,
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depthWrite: false,
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depthTest: false,
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defines: {
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USE_SLIDER: 0,
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},
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uniforms: {
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dim: { value: true },
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thickness: { value: 1 },
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graphCount: { value: 4 },
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graphDisplay: { value: new Vector4( 1.0, 1.0, 1.0, 1.0 ) },
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overlay: { value: true },
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xRange: { value: new Vector2( - 2.0, 2.0 ) },
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yRange: { value: new Vector2( - 2.0, 2.0 ) },
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colors: { value: [
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new Color( 0xe91e63 ).convertSRGBToLinear(),
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new Color( 0x4caf50 ).convertSRGBToLinear(),
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new Color( 0x03a9f4 ).convertSRGBToLinear(),
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new Color( 0xffc107 ).convertSRGBToLinear(),
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] },
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`,
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fragmentShader: /* glsl */`
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varying vec2 vUv;
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uniform bool overlay;
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uniform bool dim;
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uniform bvec4 graphDisplay;
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uniform float graphCount;
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uniform float thickness;
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uniform vec2 xRange;
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uniform vec2 yRange;
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uniform vec3 colors[ 4 ];
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__FUNCTION_CONTENT__
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float map( float _min, float _max, float v ) {
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float len = _max - _min;
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return _min + len * v;
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}
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vec3 getBackground( vec2 point, float steepness ) {
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vec2 pw = fwidth( point );
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vec2 halfWidth = pw * 0.5;
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// x, y axes
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vec2 distToZero = smoothstep(
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- halfWidth * 0.5,
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halfWidth * 0.5,
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abs( point.xy ) - pw
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);
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// 1 unit markers
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vec2 temp;
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vec2 modAxis = abs( modf( point + vec2( 0.5 ), temp ) ) - 0.5;
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vec2 distToAxis = smoothstep(
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- halfWidth,
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halfWidth,
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abs( modAxis.xy ) - pw * 0.5
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);
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// if we're at a chart boundary then remove the artifacts
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if ( abs( pw.y ) > steepness * 0.5 ) {
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distToZero.y = 1.0;
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distToAxis.y = 1.0;
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}
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// mix colors into a background color
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float axisIntensity = 1.0 - min( distToZero.x, distToZero.y );
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float markerIntensity = 1.0 - min( distToAxis.x, distToAxis.y );
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vec3 markerColor = mix( vec3( 0.005 ), vec3( 0.05 ), markerIntensity );
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vec3 backgroundColor = mix( markerColor, vec3( 0.2 ), axisIntensity );
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return backgroundColor;
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}
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void main() {
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// from uniforms
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float sectionCount = overlay ? 1.0 : graphCount;
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float yWidth = abs( yRange.y - yRange.x );
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// separate into sections
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float _section;
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float sectionY = modf( sectionCount * vUv.y, _section );
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int section = int( sectionCount - _section - 1.0 );
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// get the current point
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vec2 point = vec2(
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map( xRange.x, xRange.y, vUv.x ),
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map( yRange.x, yRange.y, sectionY )
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);
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// get the results
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vec4 result = graphFunction( point.x );
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vec4 delta = result - vec4( point.y );
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vec4 halfDdf = fwidth( delta ) * 0.5;
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if ( fwidth( point.y ) > yWidth * 0.5 ) {
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halfDdf = vec4( 0.0 );
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}
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// graph display intensity
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vec4 graph = smoothstep( - halfDdf, halfDdf, abs( delta ) - thickness * halfDdf );
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// initialize the background
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gl_FragColor.rgb = getBackground( point, yWidth );
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gl_FragColor.a = 1.0;
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if ( dim && ( point.x < 0.0 || point.y < 0.0 ) ) {
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graph = mix(
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vec4( 1.0 ),
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graph,
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0.05
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);
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}
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// color the charts
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if ( sectionCount > 1.0 ) {
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if ( graphDisplay[ section ] ) {
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gl_FragColor.rgb = mix(
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colors[ section ],
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gl_FragColor.rgb,
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graph[ section ]
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);
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|
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181
|
+
}
|
|
182
|
+
|
|
183
|
+
} else {
|
|
184
|
+
|
|
185
|
+
for ( int i = 0; i < int( graphCount ); i ++ ) {
|
|
186
|
+
|
|
187
|
+
if ( graphDisplay[ i ] ) {
|
|
188
|
+
|
|
189
|
+
gl_FragColor.rgb = mix(
|
|
190
|
+
colors[ i ],
|
|
191
|
+
gl_FragColor.rgb,
|
|
192
|
+
graph[ i ]
|
|
193
|
+
);
|
|
194
|
+
|
|
195
|
+
}
|
|
196
|
+
|
|
197
|
+
}
|
|
198
|
+
|
|
199
|
+
}
|
|
200
|
+
|
|
201
|
+
#include <encodings_fragment>
|
|
202
|
+
|
|
203
|
+
}
|
|
204
|
+
|
|
205
|
+
`
|
|
206
|
+
|
|
207
|
+
} );
|
|
208
|
+
|
|
209
|
+
|
|
210
|
+
this._graphFunctionSnippet = /* glsl */`
|
|
211
|
+
vec4 graphFunctionSnippet( float x ) {
|
|
212
|
+
|
|
213
|
+
return vec4(
|
|
214
|
+
sin( x * 3.1415926535 ),
|
|
215
|
+
cos( x ),
|
|
216
|
+
0.0,
|
|
217
|
+
0.0
|
|
218
|
+
);
|
|
219
|
+
|
|
220
|
+
}
|
|
221
|
+
`;
|
|
222
|
+
|
|
223
|
+
this.setValues( parameters );
|
|
224
|
+
|
|
225
|
+
}
|
|
226
|
+
|
|
227
|
+
onBeforeCompile( shader ) {
|
|
228
|
+
|
|
229
|
+
shader.fragmentShader = shader.fragmentShader.replace(
|
|
230
|
+
'__FUNCTION_CONTENT__',
|
|
231
|
+
this._graphFunctionSnippet,
|
|
232
|
+
);
|
|
233
|
+
return shader;
|
|
234
|
+
|
|
235
|
+
}
|
|
236
|
+
|
|
237
|
+
customProgramCacheKey() {
|
|
238
|
+
|
|
239
|
+
return this._graphFunctionSnippet;
|
|
240
|
+
|
|
241
|
+
}
|
|
242
|
+
|
|
243
|
+
}
|