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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-step.frag.glsl | |
| parent | 82817cb50cb0487350573d6129130aec705f924b (diff) | |
| download | opencut-4d127a038bf768eded68aae3cfa5c1b12241bdac.tar.gz | |
chore: normalize line endings
Diffstat (limited to 'apps/web/src/lib/shaders/jfa-step.frag.glsl')
| -rw-r--r-- | apps/web/src/lib/shaders/jfa-step.frag.glsl | 120 |
1 files changed, 60 insertions, 60 deletions
diff --git a/apps/web/src/lib/shaders/jfa-step.frag.glsl b/apps/web/src/lib/shaders/jfa-step.frag.glsl index 5a95f497..9b76a70b 100644 --- a/apps/web/src/lib/shaders/jfa-step.frag.glsl +++ b/apps/web/src/lib/shaders/jfa-step.frag.glsl @@ -1,60 +1,60 @@ -precision mediump float; - -uniform sampler2D u_texture; -uniform vec2 u_resolution; -uniform float u_step_size; - -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); -} - -vec4 encodeSeed(vec2 seed) { - float xHi = floor(seed.x / 256.0); - float xLo = seed.x - xHi * 256.0; - float yHi = floor(seed.y / 256.0); - float yLo = seed.y - yHi * 256.0; - return vec4(xHi / 255.0, xLo / 255.0, yHi / 255.0, yLo / 255.0); -} - -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); - vec2 texelSize = 1.0 / u_resolution; - - float bestDist = 1e10; - vec2 bestSeed = vec2(65535.0); - - for (int dy = -1; dy <= 1; dy++) { - for (int dx = -1; dx <= 1; dx++) { - vec2 offset = vec2(float(dx), float(dy)) * u_step_size; - vec2 sampleUV = v_texCoord + offset * texelSize; - - if (sampleUV.x < 0.0 || sampleUV.x > 1.0 || sampleUV.y < 0.0 || sampleUV.y > 1.0) - continue; - - vec4 encoded = texture2D(u_texture, sampleUV); - if (isNoSeed(encoded)) - continue; - - vec2 seed = decodeSeed(encoded); - float dist = distance(pixelCoord, seed); - if (dist < bestDist) { - bestDist = dist; - bestSeed = seed; - } - } - } - - if (bestDist < 1e9) { - gl_FragColor = encodeSeed(bestSeed); - } 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_step_size;
+
+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);
+}
+
+vec4 encodeSeed(vec2 seed) {
+ float xHi = floor(seed.x / 256.0);
+ float xLo = seed.x - xHi * 256.0;
+ float yHi = floor(seed.y / 256.0);
+ float yLo = seed.y - yHi * 256.0;
+ return vec4(xHi / 255.0, xLo / 255.0, yHi / 255.0, yLo / 255.0);
+}
+
+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);
+ vec2 texelSize = 1.0 / u_resolution;
+
+ float bestDist = 1e10;
+ vec2 bestSeed = vec2(65535.0);
+
+ for (int dy = -1; dy <= 1; dy++) {
+ for (int dx = -1; dx <= 1; dx++) {
+ vec2 offset = vec2(float(dx), float(dy)) * u_step_size;
+ vec2 sampleUV = v_texCoord + offset * texelSize;
+
+ if (sampleUV.x < 0.0 || sampleUV.x > 1.0 || sampleUV.y < 0.0 || sampleUV.y > 1.0)
+ continue;
+
+ vec4 encoded = texture2D(u_texture, sampleUV);
+ if (isNoSeed(encoded))
+ continue;
+
+ vec2 seed = decodeSeed(encoded);
+ float dist = distance(pixelCoord, seed);
+ if (dist < bestDist) {
+ bestDist = dist;
+ bestSeed = seed;
+ }
+ }
+ }
+
+ if (bestDist < 1e9) {
+ gl_FragColor = encodeSeed(bestSeed);
+ } else {
+ gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+ }
+}
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