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@absulit/points

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A Generative Art library made in WebGPU

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/* @ts-self-types="./effects.d.ts" */ const euclideanDistance=` fn euclideanDistance(color:vec4f, distanceColor:vec4f) -> f32{ return sqrt( pow(color.r - distanceColor.r, 2.) + pow(color.g - distanceColor.g, 2.) + pow(color.b - distanceColor.b, 2.) ); } `;const getClosestColorInPalette=` ${euclideanDistance} fn getClosestColorInPalette(color:vec4f, numPaletteItems:u32, distance:f32) -> vec4f { // numPaletteItems = 5 // getClosestColorInPalette_palette = array< vec4f, 5 /* numPaletteItems */>( // vec4(0), // vec4(0,1,0,1), // vec4(1,0,0,1), // vec4(0,0,1,1), // vec4(1,1,1,1), // ); //var distance = .5; var local_distance = distance; var selectedColor = vec4(0.); for(var i = 0u; i < numPaletteItems; i++){ let paletteColor = getClosestColorInPalette_palette[i]; let currentDistance = euclideanDistance(color, paletteColor); if(currentDistance < local_distance){ selectedColor = paletteColor; local_distance = currentDistance; } } return selectedColor; } `;const orderedDithering_threshold_map=` const orderedDithering_threshold_map = array<f32,16>( 1, 9, 3, 11, 13, 5, 15, 7, 4, 12, 2, 10, 16, 8, 14, 6 ); `;const orderedDithering=` fn orderedDithering(color:vec4f, depth:f32, dims:vec2<u32>, uv:vec2f) -> vec4f { // const orderedDithering_threshold_map = array<f32,16>( // 1, 9, 3, 11, // 13, 5, 15, 7, // 4, 12, 2, 10, // 16, 8, 14, 6 // ); let t = orderedDithering_threshold_map[ i32( (uv.x % 4.) + (uv.y % 4. * f32(dims.x))) ]; var r = (color.r + t / depth); if(r < 1){r = 0;} var g = (color.g + t / depth); if(g < 1){g = 0;} var b = (color.b + t / depth); if(b < 1){b = 0;} let ditheredImage = vec4( r * depth, g * depth, b * depth, 1, ); return ditheredImage; } `;const clearMix=` //const clearMixlevel = 1.81;//1.01 fn clearMix(color:vec4f, level:f32) -> vec4f { let rr = color.r / level; let gr = color.g / level; let br = color.b / level; var ar = color.a / level; if(ar <= .09){ ar = 0.; } return vec4f(rr, gr, br, ar); } `;const clearAlpha=` // level 2. fn clearAlpha(currentColor:vec4f, level:f32) -> vec4f{ var ar = currentColor.a / level; if(ar <= .09){ ar = 0.; } return vec4f(currentColor.rgb, ar); } `;const getColorsAroundTexture=` fn getColorsAroundTexture(texture:texture_2d<f32>, position: vec2<i32>, distance: i32) -> array< vec4f, 8 > { return array< vec4f,8 >( textureLoad(texture, vec2<i32>( position.x-distance, position.y-distance ), 0).rgba, textureLoad(texture, vec2<i32>( position.x, position.y-distance ), 0).rgba, textureLoad(texture, vec2<i32>( position.x+distance, position.y-distance ), 0).rgba, textureLoad(texture, vec2<i32>( position.x-distance, position.y ), 0).rgba, textureLoad(texture, vec2<i32>( position.x+distance, position.y ), 0).rgba, textureLoad(texture, vec2<i32>( position.x-distance, position.y+distance ), 0).rgba, textureLoad(texture, vec2<i32>( position.x, position.y+distance ), 0).rgba, textureLoad(texture, vec2<i32>( position.x+distance, position.y+distance ), 0).rgba, ); } `;const getColorsAround4Texture=` fn getColorsAround4Texture(texture:texture_2d<f32>, position: vec2<i32>, distance: i32) -> array< vec4f, 4 > { return array< vec4f, 4 >( //textureLoad(texture, vec2<i32>( position.x-distance, position.y-distance ), 0).rgba, textureLoad(texture, vec2<i32>( position.x, position.y-distance ), 0).rgba, //textureLoad(texture, vec2<i32>( position.x+distance, position.y-distance ), 0).rgba, textureLoad(texture, vec2<i32>( position.x-distance, position.y ), 0).rgba, textureLoad(texture, vec2<i32>( position.x+distance, position.y ), 0).rgba, //textureLoad(texture, vec2<i32>( position.x-distance, position.y+distance ), 0).rgba, //textureLoad(texture, vec2<i32>( position.x, position.y+distance ), 0).rgba, textureLoad(texture, vec2<i32>( position.x+distance, position.y+distance ), 0).rgba, ); } `;const soften4=` fn soften4(color:vec4f, colorsAround:array<vec4f, 4>, colorPower:f32) -> vec4f { var newColor:vec4f = color; for (var indexColors = 0u; indexColors < 4u; indexColors++) { var colorAround = colorsAround[indexColors]; colorAround = (color + colorAround * colorPower) / (colorPower + 1.); newColor += colorAround; } return newColor * .2; } `;const soften8=` fn soften8(color:vec4f, colorsAround:array<vec4f, 8>, colorPower:f32) -> vec4f { var newColor:vec4f = color; for (var indexColors = 0u; indexColors < 8u; indexColors++) { var colorAround = colorsAround[indexColors]; // colorAround.r = (color.r + colorAround.r * colorPower) / (colorPower + 1.); // colorAround.g = (color.g + colorAround.g * colorPower) / (colorPower + 1.); // colorAround.b = (color.b + colorAround.b * colorPower) / (colorPower + 1.); // colorAround.a = (color.a + colorAround.a * colorPower) / (colorPower + 1.); colorAround = (color + colorAround * colorPower) / (colorPower + 1.); newColor += colorAround; } return newColor * .2; } `;const blur9=` fn blur9(image: texture_2d<f32>, imageSampler:sampler, position:vec2f, uv:vec2f, resolution: vec2f, direction: vec2f) -> vec4f { var color = vec4(0.0); let off1 = vec2(1.3846153846) * direction; let off2 = vec2(3.2307692308) * direction; color += texturePosition(image, imageSampler, position, uv, true) * 0.2270270270; color += texturePosition(image, imageSampler, position, uv + (off1 / resolution), true) * 0.3162162162; color += texturePosition(image, imageSampler, position, uv - (off1 / resolution), true) * 0.3162162162; color += texturePosition(image, imageSampler, position, uv + (off2 / resolution), true) * 0.0702702703; color += texturePosition(image, imageSampler, position, uv - (off2 / resolution), true) * 0.0702702703; return color; } `;const wireframe=` fn wireframe(color:vec4f, fillColor:vec4f, thickness:f32, barycentrics:vec3f) -> vec4f { // Distance to nearest edge let edgeDist = min(min(barycentrics.x, barycentrics.y), barycentrics.z); let width = fwidth(edgeDist); // approximate derivative per pixel return mix(fillColor, color, step(edgeDist, width * thickness)); } `;export{blur9,clearAlpha,clearMix,euclideanDistance,getClosestColorInPalette,getColorsAround4Texture,getColorsAroundTexture,orderedDithering,orderedDithering_threshold_map,soften4,soften8,wireframe};