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 --- apps/web/src/lib/shaders/jfa-init.frag.glsl | 50 ++++++------ apps/web/src/lib/shaders/jfa-step.frag.glsl | 120 ++++++++++++++-------------- 2 files changed, 85 insertions(+), 85 deletions(-) (limited to 'apps/web/src/lib/shaders') 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); + } +} 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); + } +} -- cgit v1.3.1