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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/shaders/jfa-init.frag.glsl | |
| parent | 82817cb50cb0487350573d6129130aec705f924b (diff) | |
| download | opencut-4d127a038bf768eded68aae3cfa5c1b12241bdac.tar.gz | |
chore: normalize line endings
Diffstat (limited to 'apps/web/src/lib/shaders/jfa-init.frag.glsl')
| -rw-r--r-- | apps/web/src/lib/shaders/jfa-init.frag.glsl | 50 |
1 files changed, 25 insertions, 25 deletions
diff --git a/apps/web/src/lib/shaders/jfa-init.frag.glsl b/apps/web/src/lib/shaders/jfa-init.frag.glsl index d199d234..e465752c 100644 --- a/apps/web/src/lib/shaders/jfa-init.frag.glsl +++ b/apps/web/src/lib/shaders/jfa-init.frag.glsl @@ -1,25 +1,25 @@ -precision mediump float; - -uniform sampler2D u_texture; -uniform vec2 u_resolution; -uniform float u_invert; - -varying vec2 v_texCoord; - -void main() { - float mask = texture2D(u_texture, v_texCoord).r; - bool isSeed = u_invert > 0.5 ? mask < 0.5 : mask > 0.5; - - if (isSeed) { - vec2 pixelCoord = floor(v_texCoord * u_resolution); - float x = pixelCoord.x; - float y = pixelCoord.y; - float xHi = floor(x / 256.0); - float xLo = x - xHi * 256.0; - float yHi = floor(y / 256.0); - float yLo = y - yHi * 256.0; - gl_FragColor = vec4(xHi / 255.0, xLo / 255.0, yHi / 255.0, yLo / 255.0); - } else { - gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); - } -} +precision mediump float;
+
+uniform sampler2D u_texture;
+uniform vec2 u_resolution;
+uniform float u_invert;
+
+varying vec2 v_texCoord;
+
+void main() {
+ float mask = texture2D(u_texture, v_texCoord).r;
+ bool isSeed = u_invert > 0.5 ? mask < 0.5 : mask > 0.5;
+
+ if (isSeed) {
+ vec2 pixelCoord = floor(v_texCoord * u_resolution);
+ float x = pixelCoord.x;
+ float y = pixelCoord.y;
+ float xHi = floor(x / 256.0);
+ float xLo = x - xHi * 256.0;
+ float yHi = floor(y / 256.0);
+ float yLo = y - yHi * 256.0;
+ gl_FragColor = vec4(xHi / 255.0, xLo / 255.0, yHi / 255.0, yLo / 255.0);
+ } else {
+ gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+ }
+}
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