From 4d127a038bf768eded68aae3cfa5c1b12241bdac Mon Sep 17 00:00:00 2001 From: Maze Winther Date: Fri, 27 Mar 2026 00:55:15 +0100 Subject: chore: normalize line endings --- .../src/lib/masks/shaders/jfa-distance.frag.glsl | 72 +++++++++++----------- 1 file changed, 36 insertions(+), 36 deletions(-) (limited to 'apps/web/src/lib/masks/shaders') 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); +} -- cgit v1.3.1