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polygonjs-engine

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node-based webgl 3D engine https://polygonjs.com

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import {TypedGlNode} from './_Base'; import {ThreeToGl} from '../../../../src/core/ThreeToGl'; import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig'; import {GlConnectionPoint, GlConnectionPointType} from '../utils/io/connections/Gl'; import {ShadersCollectionController} from './code/utils/ShadersCollectionController'; const OUTPUT_NAME = 'rand'; class RandomGlParamsConfig extends NodeParamsConfig { seed = ParamConfig.VECTOR2([1, 1]); } const ParamsConfig = new RandomGlParamsConfig(); export class RandomGlNode extends TypedGlNode<RandomGlParamsConfig> { params_config = ParamsConfig; static type() { return 'random'; } initializeNode() { super.initializeNode(); this.io.outputs.setNamedOutputConnectionPoints([ new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.FLOAT), ]); } set_lines(shaders_collection_controller: ShadersCollectionController) { // const function_declaration_lines = [] // http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ // function_declaration_lines.push(`highp float rand2(vec2 co){ // highp float a = 12.9898; // highp float b = 78.233; // highp float c = 43758.5453; // highp float dt= dot(co.xy ,vec2(a,b)); // highp float sn= mod(dt,3.14); // return fract(sin(sn) * c); // }`) const input_name = this.io.inputs.named_input_connection_points[0].name(); const value = ThreeToGl.vector2(this.variable_for_input(input_name)); const float = this.gl_var_name(OUTPUT_NAME); const body_line = `float ${float} = rand(${value})`; // this.set_function_declaration_lines(function_declaration_lines) shaders_collection_controller.add_body_lines(this, [body_line]); } }