0x77b35947…cc7dsent to0x2758442e…81ae·#25,448,154·view on Etherscan
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calculateImageDiffuse(vec3 vNormal, vec3 vViewPosition, float metallic){\n // make 2 separate builds \n vec3 worldCameraPosition = vec3(0.0, 0.0, 0.0); // hardcoded world camera position\n vec3 worldNormal = normalize(vNormal * uCameraRotation);\n vec2 newTexCoor = mapTextureToNormal( worldNormal );\n vec4 texture = TEXTURE( environmentMapDiffused, newTexCoor );\n // this is to make the darker sections more dark\n // png and jpg usually flatten the brightness so it is to reverse that\n return mix(smoothstep(vec3(0.0), vec3(1.0), texture.xyz), vec3(0.0), metallic);\n}\n\nvec3 calculateImageSpecular(vec3 vNormal, vec3 vViewPosition, float shininess, float metallic){\n vec3 worldCameraPosition = vec3(0.0, 0.0, 0.0);\n vec3 worldNormal = normalize(vNormal);\n vec3 lightDirection = normalize( vViewPosition - worldCameraPosition );\n vec3 R = reflect(lightDirection, worldNormal) * uCameraRotation;\n vec2 newTexCoor = mapTextureToNormal( R );\n#ifdef WEBGL2\n // In p5js the range of shininess is >= 1,\n // Therefore roughness range will be ([0,1]*8)*20 or [0, 160]\n // The factor of 8 is because currently the getSpecularTexture\n // only calculated 8 different levels of roughness\n // The factor of 20 is just to spread up this range so that,\n // [1, max] of shininess is converted to [0,160] of roughness\n float roughness = 20. / shininess;\n vec4 outColor = textureLod(environmentMapSpecular, newTexCoor, roughness * 8.);\n#else\n vec4 outColor = TEXTURE(environmentMapSpecular, newTexCoor);\n#endif\n // this is to make the darker sections more dark\n // png and jpg usually flatten the brightness so it is to reverse that\n return mix(\n pow(outColor.xyz, vec3(10)),\n pow(outColor.xyz, vec3(1.2)),\n metallic \n );\n}\n\nvoid totalLight(\n vec3 modelPosition,\n vec3 normal,\n float shininess,\n float metallic,\n out vec3 totalDiffuse,\n out vec3 totalSpecular\n) {\n\n totalSpecular = vec3(0.0);\n\n if (!uUseLighting) {\n totalDiffuse = vec3(1.0);\n return;\n }\n\n totalDiffuse 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uPointLightSpecularColors[j];\n\n LightResult result = _light(viewDirection, normal, lightVector, shininess, metallic);\n totalDiffuse += result.diffuse * lightColor;\n totalSpecular += result.specular * lightColor * specularColor;\n }\n\n if(j < uSpotLightCount) {\n vec3 lightPosition = (uViewMatrix * vec4(uSpotLightLocation[j], 1.0)).xyz;\n vec3 lightVector = modelPosition - lightPosition;\n \n float lightDistance = length(lightVector);\n float lightFalloff = 1.0 / (uConstantAttenuation + lightDistance * uLinearAttenuation + (lightDistance * lightDistance) * uQuadraticAttenuation);\n\n vec3 lightDirection = (uViewMatrix * vec4(uSpotLightDirection[j], 0.0)).xyz;\n float spotDot = dot(normalize(lightVector), normalize(lightDirection));\n float spotFalloff;\n if(spotDot < uSpotLightAngle[j]) {\n spotFalloff = 0.0;\n }\n else {\n spotFalloff = pow(spotDot, uSpotLightConc[j]);\n }\n lightFalloff *= spotFalloff;\n\n vec3 lightColor = uSpotLightDiffuseColors[j];\n vec3 specularColor = uSpotLightSpecularColors[j];\n \n LightResult result = _light(viewDirection, normal, lightVector, shininess, metallic);\n \n totalDiffuse += result.diffuse * lightColor * lightFalloff;\n totalSpecular += result.specular * lightColor * specularColor * lightFalloff;\n }\n }\n\n if( uUseImageLight ){\n totalDiffuse += calculateImageDiffuse(normal, modelPosition, metallic);\n totalSpecular += calculateImageSpecular(normal, modelPosition, shininess, metallic);\n }\n\n totalDiffuse *= diffuseFactor;\n totalSpecular *= specularFactor;\n}\n'),E={sphereMappingFrag:"#define PI 3.141592\n\nprecision highp float;\n \nuniform sampler2D uSampler;\nuniform mat3 uNewNormalMatrix;\nuniform float uFovY;\nuniform float uAspect;\n\nvarying vec2 vTexCoord;\n \nvoid main() {\n float uFovX = uFovY * uAspect; \n vec4 newTexColor = texture2D(uSampler, vTexCoord);\n float angleY = mix(uFovY/2.0, -uFovY/2.0, vTexCoord.y);\n float angleX = mix(uFovX/2.0, -uFovX/2.0, vTexCoord.x);\n vec3 rotatedNormal = vec3( angleX, angleY, 1.0 );\n rotatedNormal = uNewNormalMatrix * normalize(rotatedNormal);\n float temp = rotatedNormal.z;\n rotatedNormal.z = rotatedNormal.x;\n rotatedNormal.x = -temp;\n vec2 suv;\n suv.y = 0.5 + 0.5 * (-rotatedNormal.y);\n suv.x = atan(rotatedNormal.z, rotatedNormal.x) / (2.0 * PI) + 0.5;\n newTexColor = texture2D(uSampler, suv.xy);\n gl_FragColor = newTexColor;\n}\n",immediateVert:"IN vec3 aPosition;\nIN vec4 aVertexColor;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform float uResolution;\nuniform float uPointSize;\n\nOUT vec4 vColor;\nvoid main(void) {\n vec4 positionVec4 = vec4(aPosition, 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n vColor = aVertexColor;\n gl_PointSize = uPointSize;\n}\n",vertexColorVert:"IN vec3 aPosition;\nIN vec4 aVertexColor;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\n\nOUT vec4 vColor;\n\nvoid main(void) {\n vec4 positionVec4 = vec4(aPosition, 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n vColor = aVertexColor;\n}\n",vertexColorFrag:"IN vec4 vColor;\nvoid main(void) {\n OUT_COLOR = vec4(vColor.rgb, 1.) * vColor.a;\n}\n",normalVert:"IN vec3 aPosition;\nIN vec3 aNormal;\nIN vec2 aTexCoord;\nIN vec4 aVertexColor;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform mat3 uNormalMatrix;\n\nuniform vec4 uMaterialColor;\nuniform bool uUseVertexColor;\n\nOUT vec3 vVertexNormal;\nOUT highp vec2 vVertTexCoord;\nOUT vec4 vColor;\n\nvoid main(void) {\n HOOK_beforeVertex();\n vec4 positionVec4 = vec4(HOOK_getWorldPosition(\n (uModelViewMatrix * vec4(HOOK_getLocalPosition(aPosition), 1.0)).xyz\n ), 1.);\n\n gl_Position = uProjectionMatrix * positionVec4;\n\n vVertexNormal = HOOK_getWorldNormal(normalize(uNormalMatrix * HOOK_getLocalNormal(aNormal)));\n vVertTexCoord = HOOK_getUV(aTexCoord);\n vColor = HOOK_getVertexColor(uUseVertexColor ? aVertexColor : uMaterialColor);\n HOOK_afterVertex();\n}\n",normalFrag:"IN vec3 vVertexNormal;\nvoid main(void) {\n HOOK_beforeFragment();\n OUT_COLOR = HOOK_getFinalColor(vec4(vVertexNormal, 1.0));\n HOOK_afterFragment();\n}\n",basicFrag:"IN vec4 vColor;\nvoid main(void) {\n HOOK_beforeFragment();\n OUT_COLOR = HOOK_getFinalColor(vec4(vColor.rgb, 1.) * vColor.a);\n HOOK_afterFragment();\n}\n",lightVert:e+"// include lighting.glgl\n\nIN vec3 aPosition;\nIN vec3 aNormal;\nIN vec2 aTexCoord;\nIN vec4 aVertexColor;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform mat3 uNormalMatrix;\n\nuniform bool uUseVertexColor;\nuniform vec4 uMaterialColor;\n\nOUT highp vec2 vVertTexCoord;\nOUT vec3 vDiffuseColor;\nOUT vec3 vSpecularColor;\nOUT vec4 vColor;\n\nvoid main(void) {\n\n vec4 viewModelPosition = uModelViewMatrix * vec4(aPosition, 1.0);\n gl_Position = uProjectionMatrix * viewModelPosition;\n\n vec3 vertexNormal = normalize(uNormalMatrix * aNormal);\n vVertTexCoord = aTexCoord;\n\n totalLight(viewModelPosition.xyz, vertexNormal, vDiffuseColor, vSpecularColor);\n\n for (int i = 0; i < 8; i++) {\n if (i < uAmbientLightCount) {\n vDiffuseColor += uAmbientColor[i];\n }\n }\n \n vColor = (uUseVertexColor ? aVertexColor : uMaterialColor);\n}\n",lightTextureFrag:"uniform vec4 uTint;\nuniform sampler2D uSampler;\nuniform bool isTexture;\nuniform bool uEmissive;\n\nIN highp vec2 vVertTexCoord;\nIN vec3 vDiffuseColor;\nIN vec3 vSpecularColor;\nIN vec4 vColor;\n\nvoid main(void) {\n if(uEmissive && !isTexture) {\n OUT_COLOR = vColor;\n }\n else {\n vec4 baseColor = isTexture\n // Textures come in with premultiplied alpha. To apply tint and still have\n // premultiplied alpha output, we need to multiply the RGB channels by the\n // tint RGB, and all channels by the tint alpha.\n ? TEXTURE(uSampler, vVertTexCoord) * vec4(uTint.rgb/255., 1.) * (uTint.a/255.)\n // Colors come in with unmultiplied alpha, so we need to multiply the RGB\n // channels by alpha to convert it to premultiplied alpha.\n : vec4(vColor.rgb * vColor.a, vColor.a);\n OUT_COLOR = vec4(baseColor.rgb * vDiffuseColor + vSpecularColor, baseColor.a);\n }\n}\n",phongVert:"precision highp int;\n\nIN vec3 aPosition;\nIN vec3 aNormal;\nIN vec2 aTexCoord;\nIN vec4 aVertexColor;\n\nuniform vec3 uAmbientColor[5];\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform mat3 uNormalMatrix;\nuniform int uAmbientLightCount;\n\nuniform bool uUseVertexColor;\nuniform vec4 uMaterialColor;\n\nOUT vec3 vNormal;\nOUT vec2 vTexCoord;\nOUT vec3 vViewPosition;\nOUT vec3 vAmbientColor;\nOUT vec4 vColor;\n\nvoid main(void) {\n HOOK_beforeVertex();\n vec4 viewModelPosition = vec4(HOOK_getWorldPosition(\n (uModelViewMatrix * vec4(HOOK_getLocalPosition(aPosition), 1.0)).xyz\n ), 1.);\n\n // Pass varyings to fragment shader\n vViewPosition = viewModelPosition.xyz;\n gl_Position = uProjectionMatrix * viewModelPosition; \n\n vNormal = HOOK_getWorldNormal(uNormalMatrix * HOOK_getLocalNormal(aNormal));\n vTexCoord = HOOK_getUV(aTexCoord);\n\n // TODO: this should be a uniform\n vAmbientColor = vec3(0.0);\n for (int i = 0; i < 5; i++) {\n if (i < uAmbientLightCount) {\n vAmbientColor += uAmbientColor[i];\n }\n }\n \n vColor = HOOK_getVertexColor((uUseVertexColor ? aVertexColor : uMaterialColor));\n HOOK_afterVertex();\n}\n",phongFrag:e+"// include lighting.glsl\nprecision highp int;\n\nuniform bool uHasSetAmbient;\nuniform vec4 uSpecularMatColor;\nuniform vec4 uAmbientMatColor;\nuniform vec4 uEmissiveMatColor;\n\nuniform vec4 uTint;\nuniform sampler2D uSampler;\nuniform bool isTexture;\n\nIN vec3 vNormal;\nIN vec2 vTexCoord;\nIN vec3 vViewPosition;\nIN vec3 vAmbientColor;\nIN vec4 vColor;\n\nstruct ColorComponents {\n vec3 baseColor;\n float opacity;\n vec3 ambientColor;\n vec3 specularColor;\n vec3 diffuse;\n vec3 ambient;\n vec3 specular;\n vec3 emissive;\n};\n\nstruct Inputs {\n vec3 normal;\n vec2 texCoord;\n vec3 ambientLight;\n vec3 ambientMaterial;\n vec3 specularMaterial;\n vec3 emissiveMaterial;\n vec4 color;\n float shininess;\n float metalness;\n};\n\nvoid main(void) {\n HOOK_beforeFragment();\n\n Inputs inputs;\n inputs.normal = normalize(vNormal);\n inputs.texCoord = vTexCoord;\n inputs.ambientLight = vAmbientColor;\n inputs.color = isTexture\n // Textures come in with premultiplied alpha. To apply tint and still have\n // premultiplied alpha output, we need to multiply the RGB channels by the\n // tint RGB, and all channels by the tint alpha.\n ? TEXTURE(uSampler, vTexCoord) * vec4(uTint.rgb/255., 1.) * (uTint.a/255.)\n // Colors come in with unmultiplied alpha, so we need to multiply the RGB\n // channels by alpha to convert it to premultiplied alpha.\n : vec4(vColor.rgb * vColor.a, vColor.a);\n inputs.shininess = uShininess;\n inputs.metalness = uMetallic;\n inputs.ambientMaterial = uHasSetAmbient ? uAmbientMatColor.rgb : inputs.color.rgb;\n inputs.specularMaterial = uSpecularMatColor.rgb;\n inputs.emissiveMaterial = uEmissiveMatColor.rgb;\n inputs = HOOK_getPixelInputs(inputs);\n\n vec3 diffuse;\n vec3 specular;\n totalLight(vViewPosition, inputs.normal, inputs.shininess, inputs.metalness, diffuse, specular);\n\n // Calculating final color as result of all lights (plus emissive term).\n\n vec2 texCoord = inputs.texCoord;\n vec4 baseColor = inputs.color;\n ColorComponents c;\n c.opacity = baseColor.a;\n c.baseColor = baseColor.rgb;\n c.ambientColor = inputs.ambientMaterial;\n c.specularColor = inputs.specularMaterial;\n c.diffuse = diffuse;\n c.ambient = inputs.ambientLight;\n c.specular = specular;\n c.emissive = inputs.emissiveMaterial;\n OUT_COLOR = HOOK_getFinalColor(HOOK_combineColors(c));\n HOOK_afterFragment();\n}\n",fontVert:"IN vec3 aPosition;\nIN vec2 aTexCoord;\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\n\nuniform vec4 uGlyphRect;\nuniform float uGlyphOffset;\n\nOUT vec2 vTexCoord;\nOUT float w;\n\nvoid main() {\n vec4 positionVec4 = vec4(aPosition, 1.0);\n\n // scale by the size of the glyph's rectangle\n positionVec4.xy *= uGlyphRect.zw - uGlyphRect.xy;\n\n // Expand glyph bounding boxes by 1px on each side to give a bit of room\n // for antialiasing\n vec3 newOrigin = (uModelViewMatrix * vec4(0., 0., 0., 1.)).xyz;\n vec3 newDX = (uModelViewMatrix * vec4(1., 0., 0., 1.)).xyz;\n vec3 newDY = (uModelViewMatrix * vec4(0., 1., 0., 1.)).xyz;\n vec2 pixelScale = vec2(\n 1. / length(newOrigin - newDX),\n 1. / length(newOrigin - newDY)\n );\n vec2 offset = pixelScale * normalize(aTexCoord - vec2(0.5, 0.5)) * vec2(1., -1.);\n vec2 textureOffset = offset * (1. / vec2(\n uGlyphRect.z - uGlyphRect.x,\n uGlyphRect.w - uGlyphRect.y\n ));\n\n // move to the corner of the glyph\n positionVec4.xy += uGlyphRect.xy;\n\n // move to the letter's line offset\n positionVec4.x += uGlyphOffset;\n\n positionVec4.xy += offset;\n \n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n vTexCoord = aTexCoord + textureOffset;\n w = gl_Position.w;\n}\n",fontFrag:"#ifndef WEBGL2\n#extension GL_OES_standard_derivatives : enable\n#endif\n\n#if 0\n // simulate integer math using floats\n\t#define int float\n\t#define ivec2 vec2\n\t#define INT(x) float(x)\n\n\tint ifloor(float v) { return floor(v); }\n\tivec2 ifloor(vec2 v) { return floor(v); }\n\n#else\n // use native integer math\n\tprecision highp int;\n\t#define INT(x) x\n\n\tint ifloor(float v) { return int(v); }\n\tint ifloor(int v) { return v; }\n\tivec2 ifloor(vec2 v) { return ivec2(v); }\n\n#endif\n\nuniform sampler2D uSamplerStrokes;\nuniform sampler2D uSamplerRowStrokes;\nuniform sampler2D uSamplerRows;\nuniform sampler2D uSamplerColStrokes;\nuniform sampler2D uSamplerCols;\n\nuniform ivec2 uStrokeImageSize;\nuniform ivec2 uCellsImageSize;\nuniform ivec2 uGridImageSize;\n\nuniform ivec2 uGridOffset;\nuniform ivec2 uGridSize;\nuniform vec4 uMaterialColor;\n\nIN vec2 vTexCoord;\n\n// some helper functions\nint ROUND(float v) { return ifloor(v + 0.5); }\nivec2 ROUND(vec2 v) { return ifloor(v + 0.5); }\nfloat saturate(float v) { return clamp(v, 0.0, 1.0); }\nvec2 saturate(vec2 v) { return clamp(v, 0.0, 1.0); }\n\nint mul(float v1, int v2) {\n return ifloor(v1 * float(v2));\n}\n\nivec2 mul(vec2 v1, ivec2 v2) {\n return ifloor(v1 * vec2(v2) + 0.5);\n}\n\n// unpack a 16-bit integer from a float vec2\nint getInt16(vec2 v) {\n ivec2 iv = ROUND(v * 255.0);\n return iv.x * INT(128) + iv.y;\n}\n\nvec2 pixelScale;\nvec2 coverage = vec2(0.0);\nvec2 weight = vec2(0.5);\nconst float minDistance = 1.0/8192.0;\nconst float hardness = 1.05; // amount of antialias\n\n// the maximum number of curves in a glyph\nconst int N = INT(250);\n\n// retrieves an indexed pixel from a sampler\nvec4 getTexel(sampler2D sampler, int pos, ivec2 size) {\n int width = size.x;\n int y = ifloor(pos / width);\n int x = pos - y * width; // pos % width\n\n return TEXTURE(sampler, (vec2(x, y) + 0.5) / vec2(size));\n}\n\nvoid calulateCrossings(vec2 p0, vec2 p1, vec2 p2, out vec2 C1, out vec2 C2) {\n\n // get the coefficients of the quadratic in t\n vec2 a = p0 - p1 * 2.0 + p2;\n vec2 b = p0 - p1;\n vec2 c = p0 - vTexCoord;\n\n // found out which values of 't' it crosses the axes\n vec2 surd = sqrt(max(vec2(0.0), b * b - a * c));\n vec2 t1 = ((b - surd) / a).yx;\n vec2 t2 = ((b + surd) / a).yx;\n\n // approximate straight lines to avoid rounding errors\n if (abs(a.y) < 0.001)\n t1.x = t2.x = c.y / (2.0 * b.y);\n\n if (abs(a.x) < 0.001)\n t1.y = t2.y = c.x / (2.0 * b.x);\n\n // plug into quadratic formula to find the corrdinates of the crossings\n C1 = ((a * t1 - b * 2.0) * t1 + c) * pixelScale;\n C2 = ((a * t2 - b * 2.0) * t2 + c) * pixelScale;\n}\n\nvoid coverageX(vec2 p0, vec2 p1, vec2 p2) {\n\n vec2 C1, C2;\n calulateCrossings(p0, p1, p2, C1, C2);\n\n // determine on which side of the x-axis the points lie\n bool y0 = p0.y > vTexCoord.y;\n bool y1 = p1.y > vTexCoord.y;\n bool y2 = p2.y > vTexCoord.y;\n\n // could web be under the curve (after t1)?\n if (y1 ? !y2 : y0) {\n // add the coverage for t1\n coverage.x += saturate(C1.x + 0.5);\n // calculate the anti-aliasing for t1\n weight.x = min(weight.x, abs(C1.x));\n }\n\n // are we outside the curve (after t2)?\n if (y1 ? !y0 : y2) {\n // subtract the coverage for t2\n coverage.x -= saturate(C2.x + 0.5);\n // calculate the anti-aliasing for t2\n weight.x = min(weight.x, abs(C2.x));\n }\n}\n\n// this is essentially the same as coverageX, but with the axes swapped\nvoid coverageY(vec2 p0, vec2 p1, vec2 p2) {\n\n vec2 C1, C2;\n calulateCrossings(p0, p1, p2, C1, C2);\n\n bool x0 = p0.x > vTexCoord.x;\n bool x1 = p1.x > vTexCoord.x;\n bool x2 = p2.x > vTexCoord.x;\n\n if (x1 ? !x2 : x0) {\n coverage.y -= saturate(C1.y + 0.5);\n weight.y = min(weight.y, abs(C1.y));\n }\n\n if (x1 ? !x0 : x2) {\n coverage.y += saturate(C2.y + 0.5);\n weight.y = min(weight.y, abs(C2.y));\n }\n}\n\nvoid main() {\n\n // calculate the pixel scale based on screen-coordinates\n pixelScale = hardness / fwidth(vTexCoord);\n\n // which grid cell is this pixel in?\n ivec2 gridCoord = ifloor(vTexCoord * vec2(uGridSize));\n\n // intersect curves in this row\n {\n // the index into the row info bitmap\n int rowIndex = gridCoord.y + uGridOffset.y;\n // fetch the info texel\n vec4 rowInfo = getTexel(uSamplerRows, rowIndex, uGridImageSize);\n // unpack the rowInfo\n int rowStrokeIndex = getInt16(rowInfo.xy);\n int rowStrokeCount = getInt16(rowInfo.zw);\n\n for (int iRowStroke = INT(0); iRowStroke < N; iRowStroke++) {\n if (iRowStroke >= rowStrokeCount)\n break;\n\n // each stroke is made up of 3 points: the start and control point\n // and the start of the next curve.\n // fetch the indices of this pair of strokes:\n vec4 strokeIndices = getTexel(uSamplerRowStrokes, rowStrokeIndex++, uCellsImageSize);\n\n // unpack the stroke index\n int strokePos = getInt16(strokeIndices.xy);\n\n // fetch the two strokes\n vec4 stroke0 = getTexel(uSamplerStrokes, strokePos + INT(0), uStrokeImageSize);\n vec4 stroke1 = getTexel(uSamplerStrokes, strokePos + INT(1), uStrokeImageSize);\n\n // calculate the coverage\n coverageX(stroke0.xy, stroke0.zw, stroke1.xy);\n }\n }\n\n // intersect curves in this column\n {\n int colIndex = gridCoord.x + uGridOffset.x;\n vec4 colInfo = getTexel(uSamplerCols, colIndex, uGridImageSize);\n int colStrokeIndex = getInt16(colInfo.xy);\n int colStrokeCount = getInt16(colInfo.zw);\n \n for (int iColStroke = INT(0); iColStroke < N; iColStroke++) {\n if (iColStroke >= colStrokeCount)\n break;\n\n vec4 strokeIndices = getTexel(uSamplerColStrokes, colStrokeIndex++, uCellsImageSize);\n\n int strokePos = getInt16(strokeIndices.xy);\n vec4 stroke0 = getTexel(uSamplerStrokes, strokePos + INT(0), uStrokeImageSize);\n vec4 stroke1 = getTexel(uSamplerStrokes, strokePos + INT(1), uStrokeImageSize);\n coverageY(stroke0.xy, stroke0.zw, stroke1.xy);\n }\n }\n\n weight = saturate(1.0 - weight * 2.0);\n float distance = max(weight.x + weight.y, minDistance); // manhattan approx.\n float antialias = abs(dot(coverage, weight) / distance);\n float cover = min(abs(coverage.x), abs(coverage.y));\n OUT_COLOR = vec4(uMaterialColor.rgb, 1.) * uMaterialColor.a;\n OUT_COLOR *= saturate(max(antialias, cover));\n}\n",lineVert:T+"/*\n Part of the Processing project - http://processing.org\n Copyright (c) 2012-15 The Processing Foundation\n Copyright (c) 2004-12 Ben Fry and Casey Reas\n Copyright (c) 2001-04 Massachusetts Institute of Technology\n This library is free software; you can redistribute it and/or\n modify it under the terms of the GNU Lesser General Public\n License as published by the Free Software Foundation, version 2.1.\n This library is distributed in the hope that it will be useful,\n but WITHOUT ANY WARRANTY; without even the implied warranty of\n MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU\n Lesser General Public License for more details.\n You should have received a copy of the GNU Lesser General\n Public License along with this library; if not, write to the\n Free Software Foundation, Inc., 59 Temple Place, Suite 330,\n Boston, MA 02111-1307 USA\n*/\n\n#define PROCESSING_LINE_SHADER\n\nprecision highp int;\nprecision highp float;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform float uStrokeWeight;\n\nuniform bool uUseLineColor;\nuniform vec4 uMaterialColor;\n\nuniform vec4 uViewport;\nuniform int uPerspective;\nuniform int uStrokeJoin;\n\nIN vec4 aPosition;\nIN vec3 aTangentIn;\nIN vec3 aTangentOut;\nIN float aSide;\nIN vec4 aVertexColor;\n\nOUT vec4 vColor;\nOUT vec2 vTangent;\nOUT vec2 vCenter;\nOUT vec2 vPosition;\nOUT float vMaxDist;\nOUT float vCap;\nOUT float vJoin;\nOUT float vStrokeWeight;\n\nvec2 lineIntersection(vec2 aPoint, vec2 aDir, vec2 bPoint, vec2 bDir) {\n // Rotate and translate so a starts at the origin and goes out to the right\n bPoint -= aPoint;\n vec2 rotatedBFrom = vec2(\n bPoint.x*aDir.x + bPoint.y*aDir.y,\n bPoint.y*aDir.x - bPoint.x*aDir.y\n );\n vec2 bTo = bPoint + bDir;\n vec2 rotatedBTo = vec2(\n bTo.x*aDir.x + bTo.y*aDir.y,\n bTo.y*aDir.x - bTo.x*aDir.y\n );\n float intersectionDistance =\n rotatedBTo.x + (rotatedBFrom.x - rotatedBTo.x) * rotatedBTo.y /\n (rotatedBTo.y - rotatedBFrom.y);\n return aPoint + aDir * intersectionDistance;\n}\n\nvoid main() {\n HOOK_beforeVertex();\n // Caps have one of either the in or out tangent set to 0\n vCap = (aTangentIn == vec3(0.)) != (aTangentOut == (vec3(0.)))\n ? 1. : 0.;\n\n // Joins have two unique, defined tangents\n vJoin = (\n aTangentIn != vec3(0.) &&\n aTangentOut != vec3(0.) &&\n aTangentIn != aTangentOut\n ) ? 1. : 0.;\n\n vec4 localPosition = vec4(HOOK_getLocalPosition(aPosition.xyz), 1.);\n vec4 posp = vec4(HOOK_getWorldPosition((uModelViewMatrix * localPosition).xyz), 1.);\n vec4 posqIn = posp + uModelViewMatrix * vec4(aTangentIn, 0);\n vec4 posqOut = posp + uModelViewMatrix * vec4(aTangentOut, 0);\n float strokeWeight = HOOK_getStrokeWeight(uStrokeWeight);\n vStrokeWeight = strokeWeight;\n\n float facingCamera = pow(\n // The word space tangent's z value is 0 if it's facing the camera\n abs(normalize(posqIn-posp).z),\n\n // Using pow() here to ramp `facingCamera` up from 0 to 1 really quickly\n // so most lines get scaled and don't get clipped\n 0.25\n );\n\n // Moving vertices slightly toward the camera\n // to avoid depth-fighting with the fill triangles.\n // A mix of scaling and offsetting is used based on distance\n // Discussion here:\n // https://github.com/processing/p5.js/issues/7200 \n\n // using a scale <1 moves the lines towards nearby camera\n // in order to prevent popping effects due to half of\n // the line disappearing behind the geometry faces.\n float zDistance = -posp.z; \n float distanceFactor = smoothstep(0.0, 800.0, zDistance); \n \n // Discussed here:\n // http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=252848 \n float scale = mix(1., 0.995, facingCamera);\n float dynamicScale = mix(scale, 1.0, distanceFactor); // Closer = more scale, farther = less\n\n posp.xyz = posp.xyz * dynamicScale;\n posqIn.xyz = posqIn.xyz * dynamicScale;\n posqOut.xyz = posqOut.xyz * dynamicScale;\n\n // Moving vertices slightly toward camera when far away \n // https://github.com/processing/p5.js/issues/6956 \n float zOffset = mix(0., -1., facingCamera);\n float dynamicZAdjustment = mix(0.0, zOffset, distanceFactor); // Closer = less zAdjustment, farther = more\n\n posp.z -= dynamicZAdjustment;\n posqIn.z -= dynamicZAdjustment;\n posqOut.z -= dynamicZAdjustment;\n \n vec4 p = uProjectionMatrix * posp;\n vec4 qIn = uProjectionMatrix * posqIn;\n vec4 qOut = uProjectionMatrix * posqOut;\n vCenter = HOOK_getLineCenter(p.xy);\n\n // formula to convert from clip space (range -1..1) to screen space (range 0..[width or height])\n // screen_p = (p.xy/p.w + <1,1>) * 0.5 * uViewport.zw\n\n // prevent division by W by transforming the tangent formula (div by 0 causes\n // the line to disappear, see https://github.com/processing/processing/issues/5183)\n // t = screen_q - screen_p\n //\n // tangent is normalized and we don't care which aDirection it points to (+-)\n // t = +- normalize( screen_q - screen_p )\n // t = +- normalize( (q.xy/q.w+<1,1>)*0.5*uViewport.zw - (p.xy/p.w+<1,1>)*0.5*uViewport.zw )\n //\n // extract common factor, <1,1> - <1,1> cancels out\n // t = +- normalize( (q.xy/q.w - p.xy/p.w) * 0.5 * uViewport.zw )\n //\n // convert to common divisor\n // t = +- normalize( ((q.xy*p.w - p.xy*q.w) / (p.w*q.w)) * 0.5 * uViewport.zw )\n //\n // remove the common scalar divisor/factor, not needed due to normalize and +-\n // (keep uViewport - can't remove because it has different components for x and y\n // and corrects for aspect ratio, see https://github.com/processing/processing/issues/5181)\n // t = +- normalize( (q.xy*p.w - p.xy*q.w) * uViewport.zw )\n\n vec2 tangentIn = normalize((qIn.xy*p.w - p.xy*qIn.w) * uViewport.zw);\n vec2 tangentOut = normalize((qOut.xy*p.w - p.xy*qOut.w) * uViewport.zw);\n\n vec2 curPerspScale;\n if(uPerspective == 1) {\n // Perspective ---\n // convert from world to clip by multiplying with projection scaling factor\n // to get the right thickness (see https://github.com/processing/processing/issues/5182)\n\n // The y value of the projection matrix may be flipped if rendering to a Framebuffer.\n // Multiplying again by its sign here negates the flip to get just the scale.\n curPerspScale = (uProjectionMatrix * vec4(1, sign(uProjectionMatrix[1][1]), 0, 0)).xy;\n } else {\n // No Perspective ---\n // multiply by W (to cancel out division by W later in the pipeline) and\n // convert from screen to clip (derived from clip to screen above)\n curPerspScale = p.w / (0.5 * uViewport.zw);\n }\n\n vec2 offset;\n if (vJoin == 1.) {\n vTangent = normalize(tangentIn + tangentOut);\n vec2 normalIn = vec2(-tangentIn.y, tangentIn.x);\n vec2 normalOut = vec2(-tangentOut.y, tangentOut.x);\n float side = sign(aSide);\n float sideEnum = abs(aSide);\n\n // We generate vertices for joins on either side of the centerline, but\n // the \"elbow\" side is the only one needing a join. By not setting the\n // offset for the other side, all its vertices will end up in the same\n // spot and not render, effectively discarding it.\n if (sign(dot(tangentOut, vec2(-tangentIn.y, tangentIn.x))) != side) {\n // Side enums:\n // 1: the side going into the join\n // 2: the middle of the join\n // 3: the side going out of the join\n if (sideEnum == 2.) {\n // Calculate the position + tangent on either side of the join, and\n // find where the lines intersect to find the elbow of the join\n vec2 c = (posp.xy/posp.w + vec2(1.,1.)) * 0.5 * uViewport.zw;\n vec2 intersection = lineIntersection(\n c + (side * normalIn * strokeWeight / 2.),\n tangentIn,\n c + (side * normalOut * strokeWeight / 2.),\n tangentOut\n );\n offset = (intersection - c);\n\n // When lines are thick and the angle of the join approaches 180, the\n // elbow might be really far from the center. We'll apply a limit to\n // the magnitude to avoid lines going across the whole screen when this\n // happens.\n float mag = length(offset);\n float maxMag = 3. * strokeWeight;\n if (mag > maxMag) {\n offset *= maxMag / mag;\n }\n } else if (sideEnum == 1.) {\n offset = side * normalIn * strokeWeight / 2.;\n } else if (sideEnum == 3.) {\n offset = side * normalOut * strokeWeight / 2.;\n }\n }\n if (uStrokeJoin == STROKE_JOIN_BEVEL) {\n vec2 avgNormal = vec2(-vTangent.y, vTangent.x);\n vMaxDist = abs(dot(avgNormal, normalIn * strokeWeight / 2.));\n } else {\n vMaxDist = strokeWeight / 2.;\n }\n } else {\n vec2 tangent = aTangentIn == vec3(0.) ? tangentOut : tangentIn;\n vTangent = tangent;\n vec2 normal = vec2(-tangent.y, tangent.x);\n\n float normalOffset = sign(aSide);\n // Caps will have side values of -2 or 2 on the edge of the cap that\n // extends out from the line\n float tangentOffset = abs(aSide) - 1.;\n offset = (normal * normalOffset + tangent * tangentOffset) *\n strokeWeight * 0.5;\n vMaxDist = strokeWeight / 2.;\n }\n vPosition = HOOK_getLinePosition(vCenter + offset);\n\n gl_Position.xy = p.xy + offset.xy * curPerspScale;\n gl_Position.zw = p.zw;\n \n vColor = HOOK_getVertexColor(uUseLineColor ? aVertexColor : uMaterialColor);\n HOOK_afterVertex();\n}\n",lineFrag:T+"precision highp int;\nprecision highp float;\n\nuniform vec4 uMaterialColor;\nuniform int uStrokeCap;\nuniform int uStrokeJoin;\n\nIN vec4 vColor;\nIN vec2 vTangent;\nIN vec2 vCenter;\nIN vec2 vPosition;\nIN float vStrokeWeight;\nIN float vMaxDist;\nIN float vCap;\nIN float vJoin;\n\nfloat distSquared(vec2 a, vec2 b) {\n vec2 aToB = b - a;\n return dot(aToB, aToB);\n}\n\nstruct Inputs {\n vec4 color;\n vec2 tangent;\n vec2 center;\n vec2 position;\n float strokeWeight;\n};\n\nvoid main() {\n HOOK_beforeFragment();\n\n Inputs inputs;\n inputs.color = vColor;\n inputs.tangent = vTangent;\n inputs.center = vCenter;\n inputs.position = vPosition;\n inputs.strokeWeight = vStrokeWeight;\n inputs = HOOK_getPixelInputs(input