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authorかっこかり <67428053+kakkokari-gtyih@users.noreply.github.com>2025-10-20 15:23:19 +0900
committerGitHub <noreply@github.com>2025-10-20 15:23:19 +0900
commitb8433b241391e75cee214bde6a4eefb84339642e (patch)
tree8556683e25ef77bf537c85304630b83414fdc871 /packages/frontend/src/utility/webgl.ts
parentupdate happy-dom (diff)
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enhance(frontend): glslを単独のファイルに分離 (#16665)
Diffstat (limited to 'packages/frontend/src/utility/webgl.ts')
-rw-r--r--packages/frontend/src/utility/webgl.ts88
1 files changed, 0 insertions, 88 deletions
diff --git a/packages/frontend/src/utility/webgl.ts b/packages/frontend/src/utility/webgl.ts
index dee2103ecf..ae595b605c 100644
--- a/packages/frontend/src/utility/webgl.ts
+++ b/packages/frontend/src/utility/webgl.ts
@@ -38,91 +38,3 @@ export function initShaderProgram(gl: WebGL2RenderingContext, vsSource: string,
return shaderProgram;
}
-
-export const GLSL_LIB_SNOISE = `
-// Description : Array and textureless GLSL 2D/3D/4D simplex
-// noise functions.
-// Author : Ian McEwan, Ashima Arts.
-// Maintainer : stegu
-// Lastmod : 20201014 (stegu)
-// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
-// Distributed under the MIT License. See LICENSE file.
-// https://github.com/ashima/webgl-noise
-// https://github.com/stegu/webgl-noise
-
-vec3 mod289(vec3 x) {
- return x - floor(x * (1.0 / 289.0)) * 289.0;
-}
-
-vec4 mod289(vec4 x) {
- return x - floor(x * (1.0 / 289.0)) * 289.0;
-}
-
-vec4 permute(vec4 x) {
- return mod289(((x * 34.0) + 10.0) * x);
-}
-
-vec4 taylorInvSqrt(vec4 r) {
- return 1.79284291400159 - 0.85373472095314 * r;
-}
-
-float snoise(vec3 v) {
- const vec2 C = vec2(1.0/6.0, 1.0/3.0);
- const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
-
- vec3 i = floor(v + dot(v, C.yyy));
- vec3 x0 = v - i + dot(i, C.xxx);
-
- vec3 g = step(x0.yzx, x0.xyz);
- vec3 l = 1.0 - g;
- vec3 i1 = min(g.xyz, l.zxy);
- vec3 i2 = max(g.xyz, l.zxy);
-
- vec3 x1 = x0 - i1 + C.xxx;
- vec3 x2 = x0 - i2 + C.yyy;
- vec3 x3 = x0 - D.yyy;
-
- i = mod289(i);
- vec4 p = permute(permute(permute(
- i.z + vec4(0.0, i1.z, i2.z, 1.0))
- + i.y + vec4(0.0, i1.y, i2.y, 1.0))
- + i.x + vec4(0.0, i1.x, i2.x, 1.0));
-
- float n_ = 0.142857142857;
- vec3 ns = n_ * D.wyz - D.xzx;
-
- vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
-
- vec4 x_ = floor(j * ns.z);
- vec4 y_ = floor(j - 7.0 * x_);
-
- vec4 x = x_ * ns.x + ns.yyyy;
- vec4 y = y_ * ns.x + ns.yyyy;
- vec4 h = 1.0 - abs(x) - abs(y);
-
- vec4 b0 = vec4(x.xy, y.xy);
- vec4 b1 = vec4(x.zw, y.zw);
-
- vec4 s0 = floor(b0) * 2.0 + 1.0;
- vec4 s1 = floor(b1) * 2.0 + 1.0;
- vec4 sh = -step(h, vec4(0.0));
-
- vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
- vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
-
- vec3 p0 = vec3(a0.xy, h.x);
- vec3 p1 = vec3(a0.zw, h.y);
- vec3 p2 = vec3(a1.xy, h.z);
- vec3 p3 = vec3(a1.zw, h.w);
-
- vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
- p0 *= norm.x;
- p1 *= norm.y;
- p2 *= norm.z;
- p3 *= norm.w;
-
- vec4 m = max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
- m = m * m;
- return 105.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
-}
-`;