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| author | Maze Winther <mazewinther@gmail.com> | 2026-03-27 00:55:15 +0100 |
|---|---|---|
| committer | Maze Winther <mazewinther@gmail.com> | 2026-03-29 15:56:48 +0200 |
| commit | 4d127a038bf768eded68aae3cfa5c1b12241bdac (patch) | |
| tree | 16bbb801caf6770546cff4fdb37b6408ec9ead98 /apps/web/src/lib/masks/shaders | |
| parent | 82817cb50cb0487350573d6129130aec705f924b (diff) | |
| download | opencut-4d127a038bf768eded68aae3cfa5c1b12241bdac.tar.gz | |
chore: normalize line endings
Diffstat (limited to 'apps/web/src/lib/masks/shaders')
| -rw-r--r-- | apps/web/src/lib/masks/shaders/jfa-distance.frag.glsl | 72 |
1 files changed, 36 insertions, 36 deletions
diff --git a/apps/web/src/lib/masks/shaders/jfa-distance.frag.glsl b/apps/web/src/lib/masks/shaders/jfa-distance.frag.glsl index 4ba2c5a1..9d9a8773 100644 --- a/apps/web/src/lib/masks/shaders/jfa-distance.frag.glsl +++ b/apps/web/src/lib/masks/shaders/jfa-distance.frag.glsl @@ -1,36 +1,36 @@ -precision mediump float; - -uniform sampler2D u_texture; -uniform sampler2D u_jfa_outside; -uniform vec2 u_resolution; -uniform float u_feather_half; - -varying vec2 v_texCoord; - -vec2 decodeSeed(vec4 encoded) { - float x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5); - float y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5); - return vec2(x, y); -} - -bool isNoSeed(vec4 encoded) { - return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99; -} - -void main() { - vec2 pixelCoord = floor(v_texCoord * u_resolution); - - vec4 insideEncoded = texture2D(u_texture, v_texCoord); - vec4 outsideEncoded = texture2D(u_jfa_outside, v_texCoord); - - bool hasInside = !isNoSeed(insideEncoded); - bool hasOutside = !isNoSeed(outsideEncoded); - - float distToInside = hasInside ? distance(pixelCoord, decodeSeed(insideEncoded)) : 1e5; - float distToOutside = hasOutside ? distance(pixelCoord, decodeSeed(outsideEncoded)) : 1e5; - - float signedDist = distToOutside - distToInside; - float alpha = smoothstep(-u_feather_half, u_feather_half, signedDist); - - gl_FragColor = vec4(alpha, alpha, alpha, alpha); -} +precision mediump float;
+
+uniform sampler2D u_texture;
+uniform sampler2D u_jfa_outside;
+uniform vec2 u_resolution;
+uniform float u_feather_half;
+
+varying vec2 v_texCoord;
+
+vec2 decodeSeed(vec4 encoded) {
+ float x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5);
+ float y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5);
+ return vec2(x, y);
+}
+
+bool isNoSeed(vec4 encoded) {
+ return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99;
+}
+
+void main() {
+ vec2 pixelCoord = floor(v_texCoord * u_resolution);
+
+ vec4 insideEncoded = texture2D(u_texture, v_texCoord);
+ vec4 outsideEncoded = texture2D(u_jfa_outside, v_texCoord);
+
+ bool hasInside = !isNoSeed(insideEncoded);
+ bool hasOutside = !isNoSeed(outsideEncoded);
+
+ float distToInside = hasInside ? distance(pixelCoord, decodeSeed(insideEncoded)) : 1e5;
+ float distToOutside = hasOutside ? distance(pixelCoord, decodeSeed(outsideEncoded)) : 1e5;
+
+ float signedDist = distToOutside - distToInside;
+ float alpha = smoothstep(-u_feather_half, u_feather_half, signedDist);
+
+ gl_FragColor = vec4(alpha, alpha, alpha, alpha);
+}
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