Ray-caster: adjust opacity of highlighting
This commit is contained in:
parent
e3df765f16
commit
25da6ca062
@ -75,6 +75,7 @@ fn main() {
|
|||||||
let radius_x = create_signal(1.0);
|
let radius_x = create_signal(1.0);
|
||||||
let radius_y = create_signal(1.0);
|
let radius_y = create_signal(1.0);
|
||||||
let opacity = create_signal(0.5);
|
let opacity = create_signal(0.5);
|
||||||
|
let highlight = create_signal(0.2);
|
||||||
let layer_threshold = create_signal(0.0);
|
let layer_threshold = create_signal(0.0);
|
||||||
let display = create_node_ref();
|
let display = create_node_ref();
|
||||||
|
|
||||||
@ -120,6 +121,7 @@ fn main() {
|
|||||||
uniform vec2 ctrl;
|
uniform vec2 ctrl;
|
||||||
uniform vec2 radius;
|
uniform vec2 radius;
|
||||||
uniform float opacity;
|
uniform float opacity;
|
||||||
|
uniform float highlight;
|
||||||
uniform int layer_threshold;
|
uniform int layer_threshold;
|
||||||
|
|
||||||
// light and camera
|
// light and camera
|
||||||
@ -273,14 +275,14 @@ fn main() {
|
|||||||
abs(dot(frag1.normal, disp)),
|
abs(dot(frag1.normal, disp)),
|
||||||
abs(dot(frag0.normal, disp))
|
abs(dot(frag0.normal, disp))
|
||||||
) / ixn_sin;
|
) / ixn_sin;
|
||||||
float ixn_highlight = 1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist);
|
float ixn_highlight = 0.5 * highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
|
||||||
frags_by_depth[i].color = mix(frags_by_depth[i].color, vec4(1.), ixn_highlight);
|
frags_by_depth[i].color = mix(frags_by_depth[i].color, vec4(1.), ixn_highlight);
|
||||||
frags_by_depth[i-1].color = mix(frags_by_depth[i-1].color, vec4(1.), ixn_highlight);
|
frags_by_depth[i-1].color = mix(frags_by_depth[i-1].color, vec4(1.), ixn_highlight);
|
||||||
|
|
||||||
// cusps
|
// cusps
|
||||||
float cusp_cos = abs(dot(dir, frag0.normal));
|
float cusp_cos = abs(dot(dir, frag0.normal));
|
||||||
float cusp_threshold = 2.*sqrt(ixn_threshold * v[frag0.id].lt.s);
|
float cusp_threshold = 2.*sqrt(ixn_threshold * v[frag0.id].lt.s);
|
||||||
float cusp_highlight = 1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos);
|
float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos));
|
||||||
frags_by_depth[i].color = mix(frags_by_depth[i].color, vec4(1.), cusp_highlight);
|
frags_by_depth[i].color = mix(frags_by_depth[i].color, vec4(1.), cusp_highlight);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -319,6 +321,7 @@ fn main() {
|
|||||||
let ctrl_loc = ctx.get_uniform_location(&program, "ctrl");
|
let ctrl_loc = ctx.get_uniform_location(&program, "ctrl");
|
||||||
let radius_loc = ctx.get_uniform_location(&program, "radius");
|
let radius_loc = ctx.get_uniform_location(&program, "radius");
|
||||||
let opacity_loc = ctx.get_uniform_location(&program, "opacity");
|
let opacity_loc = ctx.get_uniform_location(&program, "opacity");
|
||||||
|
let highlight_loc = ctx.get_uniform_location(&program, "highlight");
|
||||||
let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold");
|
let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold");
|
||||||
|
|
||||||
// create a vertex array and bind it to the graphics context
|
// create a vertex array and bind it to the graphics context
|
||||||
@ -351,6 +354,7 @@ fn main() {
|
|||||||
ctx.uniform2f(ctrl_loc.as_ref(), ctrl_x.get() as f32, ctrl_y.get() as f32);
|
ctx.uniform2f(ctrl_loc.as_ref(), ctrl_x.get() as f32, ctrl_y.get() as f32);
|
||||||
ctx.uniform2f(radius_loc.as_ref(), radius_x.get() as f32, radius_y.get() as f32);
|
ctx.uniform2f(radius_loc.as_ref(), radius_x.get() as f32, radius_y.get() as f32);
|
||||||
ctx.uniform1f(opacity_loc.as_ref(), opacity.get() as f32);
|
ctx.uniform1f(opacity_loc.as_ref(), opacity.get() as f32);
|
||||||
|
ctx.uniform1f(highlight_loc.as_ref(), highlight.get() as f32);
|
||||||
ctx.uniform1i(layer_threshold_loc.as_ref(), layer_threshold.get() as i32);
|
ctx.uniform1i(layer_threshold_loc.as_ref(), layer_threshold.get() as i32);
|
||||||
|
|
||||||
// clear the screen and draw the scene
|
// clear the screen and draw the scene
|
||||||
@ -397,6 +401,12 @@ fn main() {
|
|||||||
step=0.001,
|
step=0.001,
|
||||||
bind:valueAsNumber=opacity
|
bind:valueAsNumber=opacity
|
||||||
)
|
)
|
||||||
|
input(
|
||||||
|
type="range",
|
||||||
|
max=1.0,
|
||||||
|
step=0.001,
|
||||||
|
bind:valueAsNumber=highlight
|
||||||
|
)
|
||||||
input(
|
input(
|
||||||
type="range",
|
type="range",
|
||||||
max=3.0,
|
max=3.0,
|
||||||
|
Loading…
Reference in New Issue
Block a user