Work on various issues
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1 changed files with 257 additions and 126 deletions
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@ -5,21 +5,23 @@ precision mediump float;
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#define LINE_COUNT {lineCount}
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#define BLOB_COUNT {blobCount}
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uniform float maxMinDistance;
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uniform float maxMinDistance;
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in vec2 position;
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#if LINE_COUNT > 0
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uniform struct Line {
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uniform struct {
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vec2 from;
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vec2 toFromDelta;
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float fromRadius;
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float toRadius;
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}[LINE_COUNT] lines;
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void lineMinDistance(vec2 worldCoordinates, inout float minDistance) {
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minDistance = maxMinDistance;
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void lineMinDistance(inout float minDistance, inout float color) {
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float myMinDistance = 10.0;
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for (int i = 0; i < LINE_COUNT; i++) {
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vec2 targetFromDelta = worldCoordinates - lines[i].from;
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vec2 targetFromDelta = position - lines[i].from;
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vec2 toFromDelta = lines[i].toFromDelta;
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float h = clamp(
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@ -27,61 +29,64 @@ uniform float maxMinDistance;
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0.0, 1.0
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);
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float lineDistance = (
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distance(targetFromDelta, toFromDelta * h)
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- mix(lines[i].fromRadius, lines[i].toRadius, h)
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float lineDistance = -mix(
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lines[i].fromRadius, lines[i].toRadius, h
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) + distance(
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targetFromDelta, toFromDelta * h
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);
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minDistance = min(minDistance, lineDistance);
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color = mix(1.0, color, step(0.0, lineDistance));
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myMinDistance = min(myMinDistance, lineDistance);
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}
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minDistance *= -1.0;
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minDistance = -myMinDistance;
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}
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#endif
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#if BLOB_COUNT > 0
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#define headRadius {headRadius}
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#define torsoRadius {torsoRadius}
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#define footRadius {footRadius}
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uniform struct Blob {
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uniform struct {
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vec2 headCenter;
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vec2 torsoCenter;
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vec2 leftFootCenter;
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vec2 rightFootCenter;
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float headRadius;
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float torsoRadius;
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float footRadius;
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float k;
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}[BLOB_COUNT] blobs;
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float circleMinDistance(vec2 worldCoordinates, vec2 circleCenter, float radius) {
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return distance(worldCoordinates, circleCenter) - radius;
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float circleMinDistance(vec2 circleCenter, float radius) {
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return distance(position, circleCenter) - radius;
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}
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void blobMinDistance(vec2 worldCoordinates, inout float minDistance) {
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float k = 1.0;
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void blobMinDistance(inout float minDistance, inout float color) {
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for (int i = 0; i < BLOB_COUNT; i++) {
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float res = exp2(-k * circleMinDistance(worldCoordinates, blobs[i].headCenter, headRadius));
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res += exp2(-k * circleMinDistance(worldCoordinates, blobs[i].torsoCenter, torsoRadius));
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res += exp2(-k * circleMinDistance(worldCoordinates, blobs[i].leftFootCenter, footRadius));
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res += exp2(-k * circleMinDistance(worldCoordinates, blobs[i].rightFootCenter, footRadius));
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float res = exp2(-blobs[i].k * circleMinDistance(blobs[i].headCenter, blobs[i].headRadius));
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res += exp2(-blobs[i].k * circleMinDistance(blobs[i].torsoCenter, blobs[i].torsoRadius));
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res += exp2(-blobs[i].k * circleMinDistance(blobs[i].leftFootCenter, blobs[i].footRadius));
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res += exp2(-blobs[i].k * circleMinDistance(blobs[i].rightFootCenter, blobs[i].footRadius));
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res = -log2(res) / blobs[i].k;
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minDistance = min(minDistance, -log2(res) / k);
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color = mix(2.0, color, step(0.0, res));
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minDistance = min(minDistance, res);
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}
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}
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#endif
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in vec2 position;
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out vec2 fragmentColor;
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void main() {
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float minDistance = -maxMinDistance;
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float minDistance = -10.0;
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float color = 0.0;
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#if LINE_COUNT > 0
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lineMinDistance(position, minDistance);
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lineMinDistance(minDistance, color);
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#endif
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#if BLOB_COUNT > 0
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//blobMinDistance(position, minDistance);
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blobMinDistance(minDistance, color);
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#endif
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fragmentColor = vec2(minDistance, 0.0);
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fragmentColor = vec2(minDistance, color);
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}
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