_/**
* These are wgsl functions, not js functions.
* The function is enclosed in a js string constant,
* to be appended into the code to reference it in the string shader.
* @module points/effects
*/
/**
* Calculates the [Euclidean Distance](https://en.wikipedia.org/wiki/Euclidean_distance)
* between colors.
* @type {String}
* @param {vec4f} color
* @param {vec4f} distanceColor
* @returns {f32}
*
* @example
* // js
* import { euclideanDistance } from 'points/effects';
*
* // wgsl string
* ${euclideanDistance}
* let currentDistance = euclideanDistance(color, paletteColor);
*/
export const euclideanDistance = /*wgsl*/`
fn euclideanDistance(color:vec4<f32>, distanceColor:vec4<f32>) -> f32{
return sqrt(
pow(color.r - distanceColor.r, 2.) +
pow(color.g - distanceColor.g, 2.) +
pow(color.b - distanceColor.b, 2.)
);
}
`;
/**
* This assumes you have declared a palette in a variable or constant called
* `getClosestColorInPalette_palette`
* <br>
* Gets the closest color based on the `distance` parameter.
* @type {String}
* @param {vec4f} color `vec4<f32>` color to replace with
* @param {u32} numPaletteItems `u32` length of getClosestColorInPalette_palette
* @param {f32} distance `f32` from 0..1 that indicates how close it should be from the color
* @returns {vec4f}
*
* @example
* // js
* import { getClosestColorInPalette } from 'points/effects';
*
* // wgsl string
* ${getClosestColorInPalette}
*
* const numPaletteItems = 2;
* const getClosestColorInPalette_palette = array<vec4f, numPaletteItems>(
* vec4(255./255., 69./255., 0., 1.),
* vec4(255./255., 168./255., 0, 1.),
* );
*
* let value = getClosestColorInPalette(rgba, numPaletteItems, distance);
*/
export const getClosestColorInPalette = /*wgsl*/`
${euclideanDistance}
fn getClosestColorInPalette(color:vec4<f32>, numPaletteItems:u32, distance:f32) -> vec4<f32> {
// numPaletteItems = 5
// getClosestColorInPalette_palette = array< vec4<f32>, 5 /* numPaletteItems */>(
// vec4(0),
// vec4(0,1,0,1),
// vec4(1,0,0,1),
// vec4(0,0,1,1),
// vec4(1,1,1,1),
// );
//var distance = .5;
var local_distance = distance;
var selectedColor = vec4(0.);
for(var i = 0u; i < numPaletteItems; i++){
let paletteColor = getClosestColorInPalette_palette[i];
let currentDistance = euclideanDistance(color, paletteColor);
if(currentDistance < local_distance){
selectedColor = paletteColor;
local_distance = currentDistance;
}
}
return selectedColor;
}
`;
/**
* To be used with `orderedDithering`.<br>
* You can use this or create yours.
*/
export const orderedDithering_threshold_map = /*wgsl*/`
const orderedDithering_threshold_map = array<f32,16>(
1, 9, 3, 11,
13, 5, 15, 7,
4, 12, 2, 10,
16, 8, 14, 6
);
`;
/**
* Applies [Ordered Dithering](https://en.wikipedia.org/wiki/Ordered_dithering) to a color.
* Best with the colors of an image texture.
* <br>
* This requires `orderedDithering_threshold_map` to be imported or
* create your own version of it.
* @param {vec4f} color
* @param {f32} depth
* @param {vec2f} dims dimensions
* @param {vec2f} uv
* @returns {vec4f}
*
* @example
* // js
* import { orderedDithering, orderedDithering_threshold_map } from 'points/effects';
*
* // wgsl string
* ${orderedDithering}
* ${orderedDithering_threshold_map}
* let color = texturePosition(image, imageSampler, vec2(0.), uvr, false);
* let value = orderedDithering(color, depth, dims, uvr);
*/
export const orderedDithering = /*wgsl*/`
fn orderedDithering(color:vec4<f32>, depth:f32, dims:vec2<u32>, uv:vec2<f32>) -> vec4<f32> {
// const orderedDithering_threshold_map = array<f32,16>(
// 1, 9, 3, 11,
// 13, 5, 15, 7,
// 4, 12, 2, 10,
// 16, 8, 14, 6
// );
let t = orderedDithering_threshold_map[ i32( (uv.x % 4.) + (uv.y % 4. * f32(dims.x))) ];
var r = (color.r + t / depth);
if(r < 1){r = 0;}
var g = (color.g + t / depth);
if(g < 1){g = 0;}
var b = (color.b + t / depth);
if(b < 1){b = 0;}
let ditheredImage = vec4(
r * depth,
g * depth,
b * depth,
1,
);
return ditheredImage;
}
`;
/**
* Takes a color and reduces its values by a `level`
* @param {vec4f} color
* @param {f32} level
*
* @example
* // js
* import { clearMix } from 'points/effects';
*
* // wgsl string
* ${clearMix}
* let value = clearMix(color, 1.01);
*/
export const clearMix = /*wgsl*/`
//const clearMixlevel = 1.81;//1.01
fn clearMix(color:vec4<f32>, level:f32) -> vec4<f32> {
let rr = color.r / level;
let gr = color.g / level;
let br = color.b / level;
var ar = color.a / level;
if(ar <= .09){
ar = 0.;
}
return vec4<f32>(rr, gr, br, ar);
}
`;
/**
* Takes a color and reduces its value but applied to the alpha channel.
* @param {vec4f} currentColor
* @param {f32} level
*
* @example
* // js
* import { clearAlpha } from 'points/effects';
*
* // wgsl string
* ${clearAlpha}
* let value = clearAlpha(color, 1.01);
*/
export const clearAlpha = /*wgsl*/`
// level 2.
fn clearAlpha(currentColor:vec4<f32>, level:f32) -> vec4<f32>{
var ar = currentColor.a / level;
if(ar <= .09){
ar = 0.;
}
return vec4<f32>(currentColor.rgb, ar);
}
`;
/**
* From a given texture and its position, get the 9 color values around.
* @param {texture_2d} texture
* @param {vec2i} position
* @param {i32} distance
*
* @example
* // js
* import { getColorsAroundTexture } from 'points/effects';
*
* // wgsl string
* ${getColorsAroundTexture}
* let value = getColorsAroundTexture(texture, position, distance);
*/
export const getColorsAroundTexture = /*wgsl*/`
fn getColorsAroundTexture(texture:texture_2d<f32>, position: vec2<i32>, distance: i32) -> array< vec4<f32>, 8 > {
return array< vec4<f32>,8 >(
textureLoad(texture, vec2<i32>( position.x-distance, position.y-distance ), 0).rgba,
textureLoad(texture, vec2<i32>( position.x, position.y-distance ), 0).rgba,
textureLoad(texture, vec2<i32>( position.x+distance, position.y-distance ), 0).rgba,
textureLoad(texture, vec2<i32>( position.x-distance, position.y ), 0).rgba,
textureLoad(texture, vec2<i32>( position.x+distance, position.y ), 0).rgba,
textureLoad(texture, vec2<i32>( position.x-distance, position.y+distance ), 0).rgba,
textureLoad(texture, vec2<i32>( position.x, position.y+distance ), 0).rgba,
textureLoad(texture, vec2<i32>( position.x+distance, position.y+distance ), 0).rgba,
);
}
`;
/**
* From a given texture and its position, get top, botto, left and right color values
* @param {texture_2d} texture
* @param {vec2i} position
* @param {i32} distance
*
* @example
* // js
* import { getColorsAround4Texture } from 'points/effects';
*
* // wgsl string
* ${getColorsAround4Texture}
* let value = getColorsAround4Texture(texture, position, distance);
*/
export const getColorsAround4Texture = /*wgsl*/`
fn getColorsAround4Texture(texture:texture_2d<f32>, position: vec2<i32>, distance: i32) -> array< vec4<f32>, 4 > {
return array< vec4<f32>, 4 >(
//textureLoad(texture, vec2<i32>( position.x-distance, position.y-distance ), 0).rgba,
textureLoad(texture, vec2<i32>( position.x, position.y-distance ), 0).rgba,
//textureLoad(texture, vec2<i32>( position.x+distance, position.y-distance ), 0).rgba,
textureLoad(texture, vec2<i32>( position.x-distance, position.y ), 0).rgba,
textureLoad(texture, vec2<i32>( position.x+distance, position.y ), 0).rgba,
//textureLoad(texture, vec2<i32>( position.x-distance, position.y+distance ), 0).rgba,
//textureLoad(texture, vec2<i32>( position.x, position.y+distance ), 0).rgba,
textureLoad(texture, vec2<i32>( position.x+distance, position.y+distance ), 0).rgba,
);
}
`;
// export const getColorsAroundBuffer = /*wgsl*/`
// fn getColorsAroundBuffer(bufferPointer: ptr<function, array<vec4<f32>> >, position: vec2<i32>, distance: i32) -> array< vec4<f32>, 8 >{
// }
// `;
/**
* Softens a color based on list of colors around it or any list of 4 colors.
* @param {vec4f} color
* @param {Array<vec4f, 4>} colorsAround
* @param {f32} colorPower intensity
*
* @example
* // js
* import { soften4 } from 'points/effects';
*
* // wgsl string
* ${soften4}
* let value = soften4(color, colorsAround, colorPower);
*/
export const soften4 = /*wgsl*/`
fn soften4(color:vec4<f32>, colorsAround:array<vec4<f32>, 4>, colorPower:f32) -> vec4<f32> {
var newColor:vec4<f32> = color;
for (var indexColors = 0u; indexColors < 4u; indexColors++) {
var colorAround = colorsAround[indexColors];
colorAround = (color + colorAround * colorPower) / (colorPower + 1.);
newColor += colorAround;
}
return newColor * .2;
}
`;
/**
* Softens a color based on list of colors around it or any list of 8 colors.
*
* @param {vec4f} color
* @param {Array<vec4f, 8>} colorsAround
* @param {f32} colorPower intensity
*
* @example
* // js
* import { soften8 } from 'points/effects';
*
* // wgsl string
* ${soften8}
* let value = soften8(color, colorsA);
*/
export const soften8 = /*wgsl*/`
fn soften8(color:vec4<f32>, colorsAround:array<vec4<f32>, 8>, colorPower:f32) -> vec4<f32> {
var newColor:vec4<f32> = color;
for (var indexColors = 0u; indexColors < 8u; indexColors++) {
var colorAround = colorsAround[indexColors];
// colorAround.r = (color.r + colorAround.r * colorPower) / (colorPower + 1.);
// colorAround.g = (color.g + colorAround.g * colorPower) / (colorPower + 1.);
// colorAround.b = (color.b + colorAround.b * colorPower) / (colorPower + 1.);
// colorAround.a = (color.a + colorAround.a * colorPower) / (colorPower + 1.);
colorAround = (color + colorAround * colorPower) / (colorPower + 1.);
newColor += colorAround;
}
return newColor * .2;
}
`;
/**
* Applies a blur to an image
* <br>
* based on https://github.com/Jam3/glsl-fast-gaussian-blur/blob/master/9.glsl
*
* @param {texture_2d} image
* @param {sampler} imageSampler
* @param {vec2f} position
* @param {vec2f} uv
* @param {vec2f} resolution
* @param {vec2f} direction
*
* @example
* // js
* import { blur9 } from 'points/effects';
*
* // wgsl string
* ${blur9}
* let value = blur9(image, imageSampler, position, uv, resolution, direction);
*/
export const blur9 = /*wgsl*/`
fn blur9(image: texture_2d<f32>, imageSampler:sampler, position:vec2<f32>, uv:vec2<f32>, resolution: vec2<f32>, direction: vec2<f32>) -> vec4<f32> {
var color = vec4(0.0);
let off1 = vec2(1.3846153846) * direction;
let off2 = vec2(3.2307692308) * direction;
color += texturePosition(image, imageSampler, position, uv, true) * 0.2270270270;
color += texturePosition(image, imageSampler, position, uv + (off1 / resolution), true) * 0.3162162162;
color += texturePosition(image, imageSampler, position, uv - (off1 / resolution), true) * 0.3162162162;
color += texturePosition(image, imageSampler, position, uv + (off2 / resolution), true) * 0.0702702703;
color += texturePosition(image, imageSampler, position, uv - (off2 / resolution), true) * 0.0702702703;
return color;
}
`;
/**
* WIP
*/
// export const blur8 = /*wgsl*/`
// fn blur8(color:vec4<f32>, colorsAround:array<vec4<f32>, 8>, amount:f32) -> {
// }
// `;