✨ Fix formatting

This commit is contained in:
Simon Schneegans
2025-02-09 08:00:26 +01:00
parent 3602f07dae
commit 00d6f9089d
+107 -126
View File
@@ -185,53 +185,52 @@ vec3 darken(vec3 color, float fac) { return color * (1.0 - fac); }
// color will be white. // color will be white.
vec3 lighten(vec3 color, float fac) { return color + (vec3(1.0) - color) * fac; } vec3 lighten(vec3 color, float fac) { return color + (vec3(1.0) - color) * fac; }
// change the color based on an offset amount
//change the color based on an offset amount
vec3 offsetHue(vec3 color, float hueOffset) { vec3 offsetHue(vec3 color, float hueOffset) {
// Convert RGB to HSV // Convert RGB to HSV
float maxC = max(max(color.r, color.g), color.b); float maxC = max(max(color.r, color.g), color.b);
float minC = min(min(color.r, color.g), color.b); float minC = min(min(color.r, color.g), color.b);
float delta = maxC - minC; float delta = maxC - minC;
float hue = 0.0; float hue = 0.0;
if (delta > 0.0) { if (delta > 0.0) {
if (maxC == color.r) { if (maxC == color.r) {
hue = mod((color.g - color.b) / delta, 6.0); hue = mod((color.g - color.b) / delta, 6.0);
} else if (maxC == color.g) { } else if (maxC == color.g) {
hue = (color.b - color.r) / delta + 2.0; hue = (color.b - color.r) / delta + 2.0;
} else {
hue = (color.r - color.g) / delta + 4.0;
}
}
hue /= 6.0;
float saturation = (maxC > 0.0) ? (delta / maxC) : 0.0;
float value = maxC;
// Offset the hue
hue = mod(hue + hueOffset, 1.0);
// Convert HSV back to RGB
float c = value * saturation;
float x = c * (1.0 - abs(mod(hue * 6.0, 2.0) - 1.0));
float m = value - c;
vec3 rgb;
if (hue < 1.0 / 6.0) {
rgb = vec3(c, x, 0.0);
} else if (hue < 2.0 / 6.0) {
rgb = vec3(x, c, 0.0);
} else if (hue < 3.0 / 6.0) {
rgb = vec3(0.0, c, x);
} else if (hue < 4.0 / 6.0) {
rgb = vec3(0.0, x, c);
} else if (hue < 5.0 / 6.0) {
rgb = vec3(x, 0.0, c);
} else { } else {
rgb = vec3(c, 0.0, x); hue = (color.r - color.g) / delta + 4.0;
} }
}
hue /= 6.0;
return rgb + m; float saturation = (maxC > 0.0) ? (delta / maxC) : 0.0;
float value = maxC;
// Offset the hue
hue = mod(hue + hueOffset, 1.0);
// Convert HSV back to RGB
float c = value * saturation;
float x = c * (1.0 - abs(mod(hue * 6.0, 2.0) - 1.0));
float m = value - c;
vec3 rgb;
if (hue < 1.0 / 6.0) {
rgb = vec3(c, x, 0.0);
} else if (hue < 2.0 / 6.0) {
rgb = vec3(x, c, 0.0);
} else if (hue < 3.0 / 6.0) {
rgb = vec3(0.0, c, x);
} else if (hue < 4.0 / 6.0) {
rgb = vec3(0.0, x, c);
} else if (hue < 5.0 / 6.0) {
rgb = vec3(x, 0.0, c);
} else {
rgb = vec3(c, 0.0, x);
}
return rgb + m;
} }
// ---------------------------------------------------------------------- easing functions // ---------------------------------------------------------------------- easing functions
@@ -251,119 +250,121 @@ float easeOutBack(float x, float e) {
return p * p * ((e + 1.0) * p + e) + 1.0; return p * p * ((e + 1.0) * p + e) + 1.0;
} }
// https://easings.net/ // https://easings.net/
/* /*
Easing functions define the rate of change of a parameter over time, commonly used in animations, UI transitions, and game development. They provide a way to make movements more natural or visually appealing rather than linear and mechanical. Popular categories of easing functions include: Easing functions define the rate of change of a parameter over time, commonly used in
animations, UI transitions, and game development. They provide a way to make movements
more natural or visually appealing rather than linear and mechanical. Popular categories
of easing functions include:
Linear: Constant speed from start to finish. Linear: Constant speed from start to finish.
Quadratic (Ease In, Ease Out, Ease In Out): Changes at varying rates, with smoother starts or stops. Quadratic (Ease In, Ease Out, Ease In Out): Changes at varying rates, with smoother starts
Cubic: Similar to quadratic but allows for even more nuanced transitions. or stops. Cubic: Similar to quadratic but allows for even more nuanced transitions.
Exponential: Drastic changes at the start or end, often used for dramatic effects. Exponential: Drastic changes at the start or end, often used for dramatic effects.
Bounce: Mimics a bouncing object with oscillations. Bounce: Mimics a bouncing object with oscillations.
Elastic: Simulates the behavior of a spring, with overshooting and oscillations. Elastic: Simulates the behavior of a spring, with overshooting and oscillations.
Below are text-based "graphs" of some easing functions, where the horizontal axis represents time and the vertical axis represents progress. Below are text-based "graphs" of some easing functions, where the horizontal axis
represents time and the vertical axis represents progress.
*/ */
// Quadratic Easing // Quadratic Easing
// Smooth acceleration and deceleration using quadratic (t^2) curves. // Smooth acceleration and deceleration using quadratic (t^2) curves.
float easeInOutQuad(float t) { float easeInOutQuad(float t) {
// Accelerates for the first half, decelerates for the second half. // Accelerates for the first half, decelerates for the second half.
return t < 0.5 ? 2.0 * t * t : -1.0 + (4.0 - 2.0 * t) * t; return t < 0.5 ? 2.0 * t * t : -1.0 + (4.0 - 2.0 * t) * t;
} }
// Cubic Easing // Cubic Easing
// Smoother transitions compared to quadratic easing using cubic (t^3) curves. // Smoother transitions compared to quadratic easing using cubic (t^3) curves.
float easeInCubic(float t) { float easeInCubic(float t) {
// Starts slow and accelerates as t increases. // Starts slow and accelerates as t increases.
return t * t * t; return t * t * t;
} }
float easeOutCubic(float t) { float easeOutCubic(float t) {
// Starts fast and decelerates as t approaches 1.0. // Starts fast and decelerates as t approaches 1.0.
float f = t - 1.0; float f = t - 1.0;
return f * f * f + 1.0; return f * f * f + 1.0;
} }
float easeInOutCubic(float t) { float easeInOutCubic(float t) {
// Combines easeIn and easeOut cubic behavior for smooth transitions. // Combines easeIn and easeOut cubic behavior for smooth transitions.
return t < 0.5 ? 4.0 * t * t * t : (t - 1.0) * (2.0 * t - 2.0) * (2.0 * t - 2.0) + 1.0; return t < 0.5 ? 4.0 * t * t * t : (t - 1.0) * (2.0 * t - 2.0) * (2.0 * t - 2.0) + 1.0;
} }
// Quartic Easing // Quartic Easing
// Even smoother transitions than cubic, using quartic (t^4) curves. // Even smoother transitions than cubic, using quartic (t^4) curves.
float easeInQuart(float t) { float easeInQuart(float t) {
// Starts very slow and accelerates steeply. // Starts very slow and accelerates steeply.
return t * t * t * t; return t * t * t * t;
} }
float easeOutQuart(float t) { float easeOutQuart(float t) {
// Starts steeply and slows down dramatically. // Starts steeply and slows down dramatically.
float f = t - 1.0; float f = t - 1.0;
return 1.0 - f * f * f * f; return 1.0 - f * f * f * f;
} }
float easeInOutQuart(float t) { float easeInOutQuart(float t) {
// Combines easeIn and easeOut quartic behavior for very smooth transitions. // Combines easeIn and easeOut quartic behavior for very smooth transitions.
return t < 0.5 ? 8.0 * t * t * t * t : 1.0 - 8.0 * (t - 1.0) * (t - 1.0) * (t - 1.0) * (t - 1.0); return t < 0.5 ? 8.0 * t * t * t * t
: 1.0 - 8.0 * (t - 1.0) * (t - 1.0) * (t - 1.0) * (t - 1.0);
} }
// Sine Easing // Sine Easing
// Smooth, wave-like acceleration and deceleration using sine curves. // Smooth, wave-like acceleration and deceleration using sine curves.
float easeInSine(float t) { float easeInSine(float t) {
// Starts very slow, following a sine wave curve. // Starts very slow, following a sine wave curve.
return 1.0 - cos((t * 3.141592653589793) / 2.0); return 1.0 - cos((t * 3.141592653589793) / 2.0);
} }
float easeOutSine(float t) { float easeOutSine(float t) {
// Starts fast and slows down following a sine wave curve. // Starts fast and slows down following a sine wave curve.
return sin((t * 3.141592653589793) / 2.0); return sin((t * 3.141592653589793) / 2.0);
} }
float easeInOutSine(float t) { float easeInOutSine(float t) {
// Smooth start and end, mimicking half a sine wave. // Smooth start and end, mimicking half a sine wave.
return -0.5 * (cos(3.141592653589793 * t) - 1.0); return -0.5 * (cos(3.141592653589793 * t) - 1.0);
} }
// Exponential Easing // Exponential Easing
// Sharp transitions with rapid acceleration and deceleration. // Sharp transitions with rapid acceleration and deceleration.
float easeInExpo(float t) { float easeInExpo(float t) {
// Very slow start, accelerates exponentially. // Very slow start, accelerates exponentially.
return t == 0.0 ? 0.0 : pow(2.0, 10.0 * (t - 1.0)); return t == 0.0 ? 0.0 : pow(2.0, 10.0 * (t - 1.0));
} }
float easeOutExpo(float t) { float easeOutExpo(float t) {
// Starts fast and slows down exponentially. // Starts fast and slows down exponentially.
return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t); return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t);
} }
float easeInOutExpo(float t) { float easeInOutExpo(float t) {
// Combines easeIn and easeOut exponential for sharp transitions. // Combines easeIn and easeOut exponential for sharp transitions.
if (t == 0.0) return 0.0; if (t == 0.0) return 0.0;
if (t == 1.0) return 1.0; if (t == 1.0) return 1.0;
return t < 0.5 ? 0.5 * pow(2.0, 20.0 * t - 10.0) : 1.0 - 0.5 * pow(2.0, -20.0 * t + 10.0); return t < 0.5 ? 0.5 * pow(2.0, 20.0 * t - 10.0)
: 1.0 - 0.5 * pow(2.0, -20.0 * t + 10.0);
} }
// Back Easing // Back Easing
// Creates an overshooting effect for more dynamic animations. // Creates an overshooting effect for more dynamic animations.
float easeInOutBack(float t) { float easeInOutBack(float t) {
// Uses constants to define the overshooting magnitude. // Uses constants to define the overshooting magnitude.
const float c1 = 1.70158; const float c1 = 1.70158;
const float c2 = c1 * 1.525; const float c2 = c1 * 1.525;
return t < 0.5 return t < 0.5
? (pow(2.0 * t, 2.0) * ((c2 + 1.0) * 2.0 * t - c2)) / 2.0 ? (pow(2.0 * t, 2.0) * ((c2 + 1.0) * 2.0 * t - c2)) / 2.0
: (pow(2.0 * t - 2.0, 2.0) * ((c2 + 1.0) * (t * 2.0 - 2.0) + c2) + 2.0) / 2.0; : (pow(2.0 * t - 2.0, 2.0) * ((c2 + 1.0) * (t * 2.0 - 2.0) + c2) + 2.0) / 2.0;
} }
// --------------------------------------------------------------------- edge mask helpers // --------------------------------------------------------------------- edge mask helpers
// This method returns a mask which smoothly transitions towards zero when approaching // This method returns a mask which smoothly transitions towards zero when approaching
@@ -387,7 +388,7 @@ float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
// the fade zone is given in pixels. This uses the standard uniforms uSize and uPadding. // the fade zone is given in pixels. This uses the standard uniforms uSize and uPadding.
// This means that the fading zone is not actually at the actors boundaries but at the // This means that the fading zone is not actually at the actors boundaries but at the
// position of the window border in the texture. // position of the window border in the texture.
// The offset paramter controls whether the fading is placed inside the window borders // The offset parameter controls whether the fading is placed inside the window borders
// (offset = 0), ontop the window borders (offset = 0.5) or outside the window borders // (offset = 0), ontop the window borders (offset = 0.5) or outside the window borders
// (offset = 1). // (offset = 1).
float getAbsoluteEdgeMask(float fadePixels, float offset) { float getAbsoluteEdgeMask(float fadePixels, float offset) {
@@ -428,19 +429,13 @@ float getWinding(vec2 a, vec2 b) { return cross(vec3(a, 0.0), vec3(b, 0.0)).z; }
// Rotates the given 2D vector a clockwise by the angle alpha (given in radians). // Rotates the given 2D vector a clockwise by the angle alpha (given in radians).
vec2 rotate(vec2 a, float angle) { vec2 rotate(vec2 a, float angle) {
return vec2( return vec2(a.x * cos(angle) - a.y * sin(angle), a.x * sin(angle) + a.y * cos(angle));
a.x * cos(angle) - a.y * sin(angle),
a.x * sin(angle) + a.y * cos(angle)
);
} }
//rotates a given 2d vector, around a given center (angle is in radians) // rotates a given 2d vector, around a given center (angle is in radians)
vec2 rotate(vec2 a, float angle, vec2 center) vec2 rotate(vec2 a, float angle, vec2 center) {
{ return vec2(cos(angle) * (a.x - center.x) + sin(angle) * (a.y - center.y) + center.x,
return vec2( cos(angle) * (a.y - center.y) - sin(angle) * (a.x - center.x) + center.y);
cos(angle) * (a.x - center.x) + sin(angle) * (a.y - center.y) + center.x,
cos(angle) * (a.y - center.y) - sin(angle) * (a.x - center.x) + center.y
);
} }
// --------------------------------------------------------------------------------- noise // --------------------------------------------------------------------------------- noise
@@ -645,10 +640,8 @@ float simplex3DFractal(vec3 m) {
0.1333333 * simplex3D(4.0 * m * rot3) + 0.0666667 * simplex3D(8.0 * m); 0.1333333 * simplex3D(4.0 * m * rot3) + 0.0666667 * simplex3D(8.0 * m);
} }
// --------------------------------------------------------------------------------- remap // --------------------------------------------------------------------------------- remap
/* /*
These functions remap a given value from one range to another. These functions remap a given value from one range to another.
The remap operation is particularly useful in shader programming The remap operation is particularly useful in shader programming
@@ -671,42 +664,30 @@ This ensures a linear transformation from the old range to the new range.
// Maps a float value from one range [oldMin, oldMax] to another range [newMin, newMax]. // Maps a float value from one range [oldMin, oldMax] to another range [newMin, newMax].
// This is useful for normalizing or scaling scalar values to fit within a desired range. // This is useful for normalizing or scaling scalar values to fit within a desired range.
float remap(float value, float oldMin, float oldMax, float newMin, float newMax) { float remap(float value, float oldMin, float oldMax, float newMin, float newMax) {
return clamp( return clamp(newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMin,
newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMax);
newMin,
newMax
);
} }
// Remap for vec2 // Remap for vec2
// Maps a 2D vector (vec2) from one range [oldMin, oldMax] to another range [newMin, newMax]. // Maps a 2D vector (vec2) from one range [oldMin, oldMax] to another range [newMin,
// Each component of the vec2 is individually scaled and transformed. // newMax]. Each component of the vec2 is individually scaled and transformed.
vec2 remap(vec2 value, vec2 oldMin, vec2 oldMax, vec2 newMin, vec2 newMax) { vec2 remap(vec2 value, vec2 oldMin, vec2 oldMax, vec2 newMin, vec2 newMax) {
return clamp( return clamp(newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMin,
newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMax);
newMin,
newMax
);
} }
// Remap for vec3 // Remap for vec3
// Maps a 3D vector (vec3) from one range [oldMin, oldMax] to another range [newMin, newMax]. // Maps a 3D vector (vec3) from one range [oldMin, oldMax] to another range [newMin,
// Each component of the vec3 is individually scaled and transformed. // newMax]. Each component of the vec3 is individually scaled and transformed.
vec3 remap(vec3 value, vec3 oldMin, vec3 oldMax, vec3 newMin, vec3 newMax) { vec3 remap(vec3 value, vec3 oldMin, vec3 oldMax, vec3 newMin, vec3 newMax) {
return clamp( return clamp(newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMin,
newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMax);
newMin,
newMax
);
} }
// Remap for vec4 // Remap for vec4
// Maps a 4D vector (vec4) from one range [oldMin, oldMax] to another range [newMin, newMax]. // Maps a 4D vector (vec4) from one range [oldMin, oldMax] to another range [newMin,
// Each component of the vec4 is individually scaled and transformed. // newMax]. Each component of the vec4 is individually scaled and transformed.
vec4 remap(vec4 value, vec4 oldMin, vec4 oldMax, vec4 newMin, vec4 newMax) { vec4 remap(vec4 value, vec4 oldMin, vec4 oldMax, vec4 newMin, vec4 newMax) {
return clamp( return clamp(newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMin,
newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMax);
newMin,
newMax
);
} }