Application prototype #14
@ -75,6 +75,7 @@ fn main() {
|
||||
let radius_x = create_signal(1.0);
|
||||
let radius_y = create_signal(1.0);
|
||||
let opacity = create_signal(0.5);
|
||||
let highlight = create_signal(0.2);
|
||||
let layer_threshold = create_signal(0.0);
|
||||
let display = create_node_ref();
|
||||
|
||||
@ -120,6 +121,7 @@ fn main() {
|
||||
uniform vec2 ctrl;
|
||||
uniform vec2 radius;
|
||||
uniform float opacity;
|
||||
uniform float highlight;
|
||||
uniform int layer_threshold;
|
||||
|
||||
// light and camera
|
||||
@ -273,14 +275,14 @@ fn main() {
|
||||
abs(dot(frag1.normal, disp)),
|
||||
abs(dot(frag0.normal, disp))
|
||||
) / 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-1].color = mix(frags_by_depth[i-1].color, vec4(1.), ixn_highlight);
|
||||
|
||||
// cusps
|
||||
float cusp_cos = abs(dot(dir, frag0.normal));
|
||||
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);
|
||||
}
|
||||
|
||||
@ -319,6 +321,7 @@ fn main() {
|
||||
let ctrl_loc = ctx.get_uniform_location(&program, "ctrl");
|
||||
let radius_loc = ctx.get_uniform_location(&program, "radius");
|
||||
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");
|
||||
|
||||
// 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(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(highlight_loc.as_ref(), highlight.get() as f32);
|
||||
ctx.uniform1i(layer_threshold_loc.as_ref(), layer_threshold.get() as i32);
|
||||
|
||||
// clear the screen and draw the scene
|
||||
@ -397,6 +401,12 @@ fn main() {
|
||||
step=0.001,
|
||||
bind:valueAsNumber=opacity
|
||||
)
|
||||
input(
|
||||
type="range",
|
||||
max=1.0,
|
||||
step=0.001,
|
||||
bind:valueAsNumber=highlight
|
||||
)
|
||||
input(
|
||||
type="range",
|
||||
max=3.0,
|
||||
|
Loading…
Reference in New Issue
Block a user