@luma.gl/shadertools
Version:
Shader module system for luma.gl
58 lines (47 loc) • 1.41 kB
JavaScript
/** @typedef {import('../../types').ShaderPass} ShaderPass */
const fs = `\
uniform vec2 center;
uniform float scale;
vec4 hexagonalPixelate_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
vec2 tex = (texCoord * texSize - center * texSize) / scale;
tex.y /= 0.866025404;
tex.x -= tex.y * 0.5;
vec2 a;
if (tex.x + tex.y - floor(tex.x) - floor(tex.y) < 1.0) {
a = vec2(floor(tex.x), floor(tex.y));
}
else a = vec2(ceil(tex.x), ceil(tex.y));
vec2 b = vec2(ceil(tex.x), floor(tex.y));
vec2 c = vec2(floor(tex.x), ceil(tex.y));
vec3 TEX = vec3(tex.x, tex.y, 1.0 - tex.x - tex.y);
vec3 A = vec3(a.x, a.y, 1.0 - a.x - a.y);
vec3 B = vec3(b.x, b.y, 1.0 - b.x - b.y);
vec3 C = vec3(c.x, c.y, 1.0 - c.x - c.y);
float alen = length(TEX - A);
float blen = length(TEX - B);
float clen = length(TEX - C);
vec2 choice;
if (alen < blen) {
if (alen < clen) choice = a;
else choice = c;
} else {
if (blen < clen) choice = b;
else choice = c;
}
choice.x += choice.y * 0.5;
choice.y *= 0.866025404;
choice *= scale / texSize;
return texture2D(texture, choice + center);
}
`;
const uniforms = {
center: {value: [0.5, 0.5], hint: 'screenspace'},
scale: {value: 10, min: 1, softMin: 5, softMax: 50}
};
/** @type {ShaderPass} */
export const hexagonalPixelate = {
name: 'hexagonalPixelate',
uniforms,
fs,
passes: [{sampler: true}]
};