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