mirror of
https://github.com/publiclab/image-sequencer.git
synced 2025-12-12 19:30:00 +01:00
node test
This commit is contained in:
2
dist/image-sequencer.js
vendored
2
dist/image-sequencer.js
vendored
@@ -35613,7 +35613,7 @@ arguments[4][54][0].apply(exports,arguments)
|
||||
},{"dup":54}],144:[function(require,module,exports){
|
||||
|
||||
|
||||
exports.lineVertex = "precision highp float;\n#define GLSLIFY 1\n\nattribute vec2 aHi, aLo, dHi, dLo;\n\nuniform vec2 scaleHi, translateHi, scaleLo, translateLo, screenShape;\nuniform float width;\n\nvarying vec2 direction;\n\n\nvec2 project_1_0(vec2 scHi, vec2 trHi, vec2 scLo, vec2 trLo, vec2 posHi, vec2 posLo) {\n return (posHi + trHi) * scHi\n + (posLo + trLo) * scHi\n + (posHi + trHi) * scLo\n + (posLo + trLo) * scLo;\n}\n\n\nvec2 project_2_1(vec2 scHi, vec2 scLo, vec2 posHi, vec2 posLo) {\n return scHi * posHi\n + scLo * posHi\n + scHi * posLo\n + scLo * posLo;\n}\n\nvoid main() {\n vec2 p = project_1_0(scaleHi, translateHi, scaleLo, translateLo, aHi, aLo);\n vec2 dir = project_2_1(scaleHi, scaleLo, dHi, dLo);\n vec2 n = 0.5 * width * normalize(screenShape.yx * vec2(dir.y, -dir.x)) / screenShape.xy;\n vec2 tangent = normalize(screenShape.xy * dir);\n if(dir.x < 0.0 || (dir.x == 0.0 && dir.y < 0.0)) {\n direction = -tangent;\n } else {\n direction = tangent;\n }\n gl_Position = vec4(p + n, 0.0, 1.0);\n}"
|
||||
exports.lineVertex = "precision highp float;\n#define GLSLIFY 1\n\nattribute vec2 aHi, aLo, dHi, dLo;\n\nuniform vec2 scaleHi, translateHi, scaleLo, translateLo, screenShape;\nuniform float width;\n\nvarying vec2 direction;\n\n\nvec2 project_2_0(vec2 scHi, vec2 trHi, vec2 scLo, vec2 trLo, vec2 posHi, vec2 posLo) {\n return (posHi + trHi) * scHi\n + (posLo + trLo) * scHi\n + (posHi + trHi) * scLo\n + (posLo + trLo) * scLo;\n}\n\n\nvec2 project_1_1(vec2 scHi, vec2 scLo, vec2 posHi, vec2 posLo) {\n return scHi * posHi\n + scLo * posHi\n + scHi * posLo\n + scLo * posLo;\n}\n\nvoid main() {\n vec2 p = project_2_0(scaleHi, translateHi, scaleLo, translateLo, aHi, aLo);\n vec2 dir = project_1_1(scaleHi, scaleLo, dHi, dLo);\n vec2 n = 0.5 * width * normalize(screenShape.yx * vec2(dir.y, -dir.x)) / screenShape.xy;\n vec2 tangent = normalize(screenShape.xy * dir);\n if(dir.x < 0.0 || (dir.x == 0.0 && dir.y < 0.0)) {\n direction = -tangent;\n } else {\n direction = tangent;\n }\n gl_Position = vec4(p + n, 0.0, 1.0);\n}"
|
||||
exports.lineFragment = "precision highp float;\n#define GLSLIFY 1\n\nuniform vec4 color;\nuniform vec2 screenShape;\nuniform sampler2D dashPattern;\nuniform float dashLength;\n\nvarying vec2 direction;\n\nvoid main() {\n float t = fract(dot(direction, gl_FragCoord.xy) / dashLength);\n vec4 pcolor = color * texture2D(dashPattern, vec2(t, 0.0)).r;\n gl_FragColor = vec4(pcolor.rgb * pcolor.a, pcolor.a);\n}"
|
||||
exports.mitreVertex = "precision highp float;\n#define GLSLIFY 1\n\nattribute vec2 aHi, aLo;\n\nuniform vec2 scaleHi, translateHi, scaleLo, translateLo;\nuniform float radius;\n\n\nvec2 project_1_0(vec2 scHi, vec2 trHi, vec2 scLo, vec2 trLo, vec2 posHi, vec2 posLo) {\n return (posHi + trHi) * scHi\n + (posLo + trLo) * scHi\n + (posHi + trHi) * scLo\n + (posLo + trLo) * scLo;\n}\n\n\nvoid main() {\n vec2 p = project_1_0(scaleHi, translateHi, scaleLo, translateLo, aHi, aLo);\n gl_Position = vec4(p, 0.0, 1.0);\n gl_PointSize = radius;\n}"
|
||||
exports.mitreFragment = "precision mediump float;\n#define GLSLIFY 1\n\nuniform vec4 color;\n\nvoid main() {\n if(length(gl_PointCoord.xy - 0.5) > 0.25) {\n discard;\n }\n gl_FragColor = vec4(color.rgb, color.a);\n}"
|
||||
|
||||
Reference in New Issue
Block a user