From 225154d76de4479417c7833ebea9945ffae3d6ad Mon Sep 17 00:00:00 2001 From: syuilo <4439005+syuilo@users.noreply.github.com> Date: Sat, 27 Sep 2025 18:46:26 +0900 Subject: enhance(frontend): improve zoomLines image effect --- packages/frontend/src/utility/webgl.ts | 88 ++++++++++++++++++++++++++++++++++ 1 file changed, 88 insertions(+) (limited to 'packages/frontend/src/utility/webgl.ts') diff --git a/packages/frontend/src/utility/webgl.ts b/packages/frontend/src/utility/webgl.ts index ae595b605c..dee2103ecf 100644 --- a/packages/frontend/src/utility/webgl.ts +++ b/packages/frontend/src/utility/webgl.ts @@ -38,3 +38,91 @@ 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))); +} +`; -- cgit v1.2.3-freya