From a3dd384695b5da93e69379be862eb7f0968c187b Mon Sep 17 00:00:00 2001 From: nsfisis Date: Fri, 25 Apr 2025 22:30:07 +0900 Subject: feat(blog/nuldoc): remove p5.js --- vhosts/blog/public/about/index.html | 6 +- vhosts/blog/public/my-icon.js | 267 +++++++++++++++++++++--------------- vhosts/blog/public/p5.min.js | 2 - 3 files changed, 161 insertions(+), 114 deletions(-) delete mode 100644 vhosts/blog/public/p5.min.js (limited to 'vhosts/blog/public') diff --git a/vhosts/blog/public/about/index.html b/vhosts/blog/public/about/index.html index fd78dc29..7ffe7f61 100644 --- a/vhosts/blog/public/about/index.html +++ b/vhosts/blog/public/about/index.html @@ -42,11 +42,9 @@

nsfisis

- - -
+
')):this.dummyDOM.querySelector("#".concat(s)).innerHTML='
'))):"Label"===t&&(r=s+e+(i=t),this.dummyDOM.querySelector("#".concat(o=s+"accessibleOutput"+t))||(this.dummyDOM.querySelector("#".concat(s,"_Label"))?this.dummyDOM.querySelector("#".concat(s,"_Label")):this.dummyDOM.querySelector("#".concat(s))).insertAdjacentHTML("afterend",'
'))),this._accessibleOutputs[r]={},"textOutput"===e?(i="#".concat(s,"gridOutput").concat(i),n='
Text Output

    '),this.dummyDOM.querySelector(i)?this.dummyDOM.querySelector(i).insertAdjacentHTML("beforebegin",n):this.dummyDOM.querySelector("#".concat(o)).innerHTML=n,this._accessibleOutputs[r].list=this.dummyDOM.querySelector("#".concat(r,"_list"))):"gridOutput"===e&&(i="#".concat(s,"textOutput").concat(i),n='
    Grid Output

      '),this.dummyDOM.querySelector(i)?this.dummyDOM.querySelector(i).insertAdjacentHTML("afterend",n):this.dummyDOM.querySelector("#".concat(o)).innerHTML=n,this._accessibleOutputs[r].map=this.dummyDOM.querySelector("#".concat(r,"_map"))),this._accessibleOutputs[r].shapeDetails=this.dummyDOM.querySelector("#".concat(r,"_shapeDetails")),this._accessibleOutputs[r].summary=this.dummyDOM.querySelector("#".concat(r,"_summary"))},o.default.prototype._updateAccsOutput=function(){var e=this.canvas.id;JSON.stringify(this.ingredients.shapes)===this.ingredients.pShapes&&this.ingredients.colors.background===this.ingredients.pBackground||(this.ingredients.pShapes=JSON.stringify(this.ingredients.shapes),this._accessibleOutputs.text&&this._updateTextOutput(e+"textOutput"),this._accessibleOutputs.grid&&this._updateGridOutput(e+"gridOutput"),this._accessibleOutputs.textLabel&&this._updateTextOutput(e+"textOutputLabel"),this._accessibleOutputs.gridLabel&&this._updateGridOutput(e+"gridOutputLabel"))},o.default.prototype._accsBackground=function(e){this.ingredients.pShapes=JSON.stringify(this.ingredients.shapes),this.ingredients.pBackground=this.ingredients.colors.background,this.ingredients.shapes={},this.ingredients.colors.backgroundRGBA!==e&&(this.ingredients.colors.backgroundRGBA=e,this.ingredients.colors.background=this._rgbColorName(e))},o.default.prototype._accsCanvasColors=function(e,t){"fill"===e?this.ingredients.colors.fillRGBA!==t&&(this.ingredients.colors.fillRGBA=t,this.ingredients.colors.fill=this._rgbColorName(t)):"stroke"===e&&this.ingredients.colors.strokeRGBA!==t&&(this.ingredients.colors.strokeRGBA=t,this.ingredients.colors.stroke=this._rgbColorName(t))},o.default.prototype._accsOutput=function(e,t){"ellipse"===e&&t[2]===t[3]?e="circle":"rectangle"===e&&t[2]===t[3]&&(e="square");var r,o,n={},s=!0,i=function(e,t){var r;e="rectangle"===e||"ellipse"===e||"arc"===e||"circle"===e||"square"===e?(r=Math.round(t[0]+t[2]/2),Math.round(t[1]+t[3]/2)):"triangle"===e?(r=(t[0]+t[2]+t[4])/3,(t[1]+t[3]+t[5])/3):"quadrilateral"===e?(r=(t[0]+t[2]+t[4]+t[6])/4,(t[1]+t[3]+t[5]+t[7])/4):"line"===e?(r=(t[0]+t[2])/2,(t[1]+t[3])/2):(r=t[0],t[1]);return[r,e]}(e,t);if("line"===e?(n.color=this.ingredients.colors.stroke,n.length=Math.round(this.dist(t[0],t[1],t[2],t[3])),r=this._getPos(t[0],[1]),o=this._getPos(t[2],[3]),n.loc=u(i,this.width,this.height),n.pos=r===o?"at ".concat(r):"from ".concat(r," to ").concat(o)):("point"===e?n.color=this.ingredients.colors.stroke:(n.color=this.ingredients.colors.fill,n.area=this._getArea(e,t)),n.pos=this._getPos.apply(this,l(i)),n.loc=u(i,this.width,this.height)),this.ingredients.shapes[e]){if(this.ingredients.shapes[e]!==[n]){for(var a in this.ingredients.shapes[e])JSON.stringify(this.ingredients.shapes[e][a])===JSON.stringify(n)&&(s=!1);!0===s&&this.ingredients.shapes[e].push(n)}}else this.ingredients.shapes[e]=[n]},o.default.prototype._getPos=function(e,t){var e=new DOMPointReadOnly(e,t),t=this._renderer.isP3D?new DOMMatrix(this._renderer.uMVMatrix.mat4):this.drawingContext.getTransform(),e=e.matrixTransform(t),t=e.x,e=e.y,r=this.width*this._pixelDensity,o=this.height*this._pixelDensity;return t<.4*r?e<.4*o?"top left":.6*oMath.PI?n+=o:n-=o)):"ellipse"===e||"circle"===e?n=3.14*t[2]/2*t[3]/2:"line"===e||"point"===e?n=0:"quadrilateral"===e?n=Math.abs((t[6]+t[0])*(t[7]-t[1])+(t[0]+t[2])*(t[1]-t[3])+(t[2]+t[4])*(t[3]-t[5])+(t[4]+t[6])*(t[5]-t[7]))/2:"rectangle"===e||"square"===e?n=t[2]*t[3]:"triangle"===e&&(n=Math.abs(t[0]*(t[3]-t[5])+t[2]*(t[5]-t[1])+t[4]*(t[1]-t[3]))/2),this.width*this._pixelDensity),i=this.height*this._pixelDensity,a=[new DOMPoint(0,0),new DOMPoint(s,0),new DOMPoint(s,i),new DOMPoint(0,i)],l=(this._renderer.isP3D?new DOMMatrix(this._renderer.uMVMatrix.mat4):this.drawingContext.getTransform()).inverse(),u=a.map(function(e){return e.matrixTransform(l)}),c=Math.abs((u[3].x+u[0].x)*(u[3].y-u[0].y)+(u[0].x+u[1].x)*(u[0].y-u[1].y)+(u[1].x+u[2].x)*(u[1].y-u[2].y)+(u[2].x+u[3].x)*(u[2].y-u[3].y))/2;return Math.round(100*n/c)};e=o.default;r.default=e},{"../core/main":280,"core-js/modules/es.array.concat":152,"core-js/modules/es.array.fill":155,"core-js/modules/es.array.from":161,"core-js/modules/es.array.iterator":164,"core-js/modules/es.array.map":167,"core-js/modules/es.number.to-fixed":180,"core-js/modules/es.object.to-string":187,"core-js/modules/es.regexp.to-string":193,"core-js/modules/es.string.iterator":197,"core-js/modules/es.symbol":209,"core-js/modules/es.symbol.description":207,"core-js/modules/es.symbol.iterator":208,"core-js/modules/web.dom-collections.iterator":243}],263:[function(e,t,r){"use strict";e("core-js/modules/es.array.concat"),e("core-js/modules/es.array.concat"),Object.defineProperty(r,"__esModule",{value:!0}),r.default=void 0;e=(e=e("../core/main"))&&e.__esModule?e:{default:e};e.default.prototype._updateTextOutput=function(e){var t,r,o,n;this.dummyDOM.querySelector("#".concat(e,"_summary"))&&(t=this._accessibleOutputs[e],o=function(e,t,r,o){r="Your output is a, ".concat(r," by ").concat(o," pixels, ").concat(t," canvas containing the following");r=1===e?"".concat(r," shape:"):"".concat(r," ").concat(e," shapes:");return r}((r=function(e,t){var r,o="",n=0;for(r in t)for(var s in t[r]){var i='
    • ').concat(t[r][s].color," ").concat(r,"");"line"===r?i+=", ".concat(t[r][s].pos,", ").concat(t[r][s].length," pixels long.
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curve (after t1)?\n if (y1 ? !y2 : y0) {\n // add the coverage for t1\n coverage.x += saturate(C1.x + 0.5);\n // calculate the anti-aliasing for t1\n weight.x = min(weight.x, abs(C1.x));\n }\n\n // are we outside the curve (after t2)?\n if (y1 ? !y0 : y2) {\n // subtract the coverage for t2\n coverage.x -= saturate(C2.x + 0.5);\n // calculate the anti-aliasing for t2\n weight.x = min(weight.x, abs(C2.x));\n }\n}\n\n// this is essentially the same as coverageX, but with the axes swapped\nvoid coverageY(vec2 p0, vec2 p1, vec2 p2) {\n\n vec2 C1, C2;\n calulateCrossings(p0, p1, p2, C1, C2);\n\n bool x0 = p0.x > vTexCoord.x;\n bool x1 = p1.x > vTexCoord.x;\n bool x2 = p2.x > vTexCoord.x;\n\n if (x1 ? !x2 : x0) {\n coverage.y -= saturate(C1.y + 0.5);\n weight.y = min(weight.y, abs(C1.y));\n }\n\n if (x1 ? !x0 : x2) {\n coverage.y += saturate(C2.y + 0.5);\n weight.y = min(weight.y, abs(C2.y));\n }\n}\n\nvoid main() {\n\n // calculate the pixel scale based on screen-coordinates\n pixelScale = hardness / fwidth(vTexCoord);\n\n // which grid cell is this pixel in?\n ivec2 gridCoord = ifloor(vTexCoord * vec2(uGridSize));\n\n // intersect curves in this row\n {\n // the index into the row info bitmap\n int rowIndex = gridCoord.y + uGridOffset.y;\n // fetch the info texel\n vec4 rowInfo = getTexel(uSamplerRows, rowIndex, uGridImageSize);\n // unpack the rowInfo\n int rowStrokeIndex = getInt16(rowInfo.xy);\n int rowStrokeCount = getInt16(rowInfo.zw);\n\n for (int iRowStroke = INT(0); iRowStroke < N; iRowStroke++) {\n if (iRowStroke >= rowStrokeCount)\n break;\n\n // each stroke is made up of 3 points: the start and control point\n // and the start of the next curve.\n // fetch the indices of this pair of strokes:\n vec4 strokeIndices = getTexel(uSamplerRowStrokes, rowStrokeIndex++, uCellsImageSize);\n\n // unpack the stroke index\n int strokePos = getInt16(strokeIndices.xy);\n\n // fetch the two strokes\n vec4 stroke0 = getTexel(uSamplerStrokes, strokePos + INT(0), uStrokeImageSize);\n vec4 stroke1 = getTexel(uSamplerStrokes, strokePos + INT(1), uStrokeImageSize);\n\n // calculate the coverage\n coverageX(stroke0.xy, stroke0.zw, stroke1.xy);\n }\n }\n\n // intersect curves in this column\n {\n int colIndex = gridCoord.x + uGridOffset.x;\n vec4 colInfo = getTexel(uSamplerCols, colIndex, uGridImageSize);\n int colStrokeIndex = getInt16(colInfo.xy);\n int colStrokeCount = getInt16(colInfo.zw);\n \n for (int iColStroke = INT(0); iColStroke < N; iColStroke++) {\n if (iColStroke >= colStrokeCount)\n break;\n\n vec4 strokeIndices = getTexel(uSamplerColStrokes, colStrokeIndex++, uCellsImageSize);\n\n int strokePos = getInt16(strokeIndices.xy);\n vec4 stroke0 = getTexel(uSamplerStrokes, strokePos + INT(0), uStrokeImageSize);\n vec4 stroke1 = getTexel(uSamplerStrokes, strokePos + INT(1), uStrokeImageSize);\n coverageY(stroke0.xy, stroke0.zw, stroke1.xy);\n }\n }\n\n weight = saturate(1.0 - weight * 2.0);\n float distance = max(weight.x + weight.y, minDistance); // manhattan approx.\n float antialias = abs(dot(coverage, weight) / distance);\n float cover = min(abs(coverage.x), abs(coverage.y));\n OUT_COLOR = vec4(uMaterialColor.rgb, 1.) * uMaterialColor.a;\n OUT_COLOR *= saturate(max(antialias, cover));\n}\n",lineVert:T+"/*\n Part of the Processing project - http://processing.org\n Copyright (c) 2012-15 The Processing Foundation\n Copyright (c) 2004-12 Ben Fry and Casey Reas\n Copyright (c) 2001-04 Massachusetts Institute of Technology\n This library is free software; you can redistribute it and/or\n modify it under the terms of the GNU Lesser General Public\n License as published by the Free Software Foundation, version 2.1.\n This library is distributed in the hope that it will be useful,\n but WITHOUT ANY WARRANTY; without even the implied warranty of\n MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU\n Lesser General Public License for more details.\n You should have received a copy of the GNU Lesser General\n Public License along with this library; if not, write to the\n Free Software Foundation, Inc., 59 Temple Place, Suite 330,\n Boston, MA 02111-1307 USA\n*/\n\n#define PROCESSING_LINE_SHADER\n\nprecision mediump int;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform float uStrokeWeight;\n\nuniform bool uUseLineColor;\nuniform vec4 uMaterialColor;\n\nuniform vec4 uViewport;\nuniform int uPerspective;\nuniform int uStrokeJoin;\n\nIN vec4 aPosition;\nIN vec3 aTangentIn;\nIN vec3 aTangentOut;\nIN float aSide;\nIN vec4 aVertexColor;\n\nOUT vec4 vColor;\nOUT vec2 vTangent;\nOUT vec2 vCenter;\nOUT vec2 vPosition;\nOUT float vMaxDist;\nOUT float vCap;\nOUT float vJoin;\n\nvec2 lineIntersection(vec2 aPoint, vec2 aDir, vec2 bPoint, vec2 bDir) {\n // Rotate and translate so a starts at the origin and goes out to the right\n bPoint -= aPoint;\n vec2 rotatedBFrom = vec2(\n bPoint.x*aDir.x + bPoint.y*aDir.y,\n bPoint.y*aDir.x - bPoint.x*aDir.y\n );\n vec2 bTo = bPoint + bDir;\n vec2 rotatedBTo = vec2(\n bTo.x*aDir.x + bTo.y*aDir.y,\n bTo.y*aDir.x - bTo.x*aDir.y\n );\n float intersectionDistance =\n rotatedBTo.x + (rotatedBFrom.x - rotatedBTo.x) * rotatedBTo.y /\n (rotatedBTo.y - rotatedBFrom.y);\n return aPoint + aDir * intersectionDistance;\n}\n\nvoid main() {\n // Caps have one of either the in or out tangent set to 0\n vCap = (aTangentIn == vec3(0.)) != (aTangentOut == (vec3(0.)))\n ? 1. : 0.;\n\n // Joins have two unique, defined tangents\n vJoin = (\n aTangentIn != vec3(0.) &&\n aTangentOut != vec3(0.) &&\n aTangentIn != aTangentOut\n ) ? 1. : 0.;\n\n vec4 posp = uModelViewMatrix * aPosition;\n vec4 posqIn = uModelViewMatrix * (aPosition + vec4(aTangentIn, 0));\n vec4 posqOut = uModelViewMatrix * (aPosition + vec4(aTangentOut, 0));\n\n float facingCamera = pow(\n // The word space tangent's z value is 0 if it's facing the camera\n abs(normalize(posqIn-posp).z),\n\n // Using pow() here to ramp `facingCamera` up from 0 to 1 really quickly\n // so most lines get scaled and don't get clipped\n 0.25\n );\n\n // using a scale <1 moves the lines towards the camera\n // in order to prevent popping effects due to half of\n // the line disappearing behind the geometry faces.\n float scale = mix(1., 0.995, facingCamera);\n\n // Moving vertices slightly toward the camera\n // to avoid depth-fighting with the fill triangles.\n // Discussed here:\n // http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=252848 \n posp.xyz = posp.xyz * scale;\n posqIn.xyz = posqIn.xyz * scale;\n posqOut.xyz = posqOut.xyz * scale;\n\n vec4 p = uProjectionMatrix * posp;\n vec4 qIn = uProjectionMatrix * posqIn;\n vec4 qOut = uProjectionMatrix * posqOut;\n vCenter = p.xy;\n\n // formula to convert from clip space (range -1..1) to screen space (range 0..[width or height])\n // screen_p = (p.xy/p.w + <1,1>) * 0.5 * uViewport.zw\n\n // prevent division by W by transforming the tangent formula (div by 0 causes\n // the line to disappear, see https://github.com/processing/processing/issues/5183)\n // t = screen_q - screen_p\n //\n // tangent is normalized and we don't care which aDirection it points to (+-)\n // t = +- normalize( screen_q - screen_p )\n // t = +- normalize( (q.xy/q.w+<1,1>)*0.5*uViewport.zw - (p.xy/p.w+<1,1>)*0.5*uViewport.zw )\n //\n // extract common factor, <1,1> - <1,1> cancels out\n // t = +- normalize( (q.xy/q.w - p.xy/p.w) * 0.5 * uViewport.zw )\n //\n // convert to common divisor\n // t = +- normalize( ((q.xy*p.w - p.xy*q.w) / (p.w*q.w)) * 0.5 * uViewport.zw )\n //\n // remove the common scalar divisor/factor, not needed due to normalize and +-\n // (keep uViewport - can't remove because it has different components for x and y\n // and corrects for aspect ratio, see https://github.com/processing/processing/issues/5181)\n // t = +- normalize( (q.xy*p.w - p.xy*q.w) * uViewport.zw )\n\n vec2 tangentIn = normalize((qIn.xy*p.w - p.xy*qIn.w) * uViewport.zw);\n vec2 tangentOut = normalize((qOut.xy*p.w - p.xy*qOut.w) * uViewport.zw);\n\n vec2 curPerspScale;\n if(uPerspective == 1) {\n // Perspective ---\n // convert from world to clip by multiplying with projection scaling factor\n // to get the right thickness (see https://github.com/processing/processing/issues/5182)\n\n // The y value of the projection matrix may be flipped if rendering to a Framebuffer.\n // Multiplying again by its sign here negates the flip to get just the scale.\n curPerspScale = (uProjectionMatrix * vec4(1, sign(uProjectionMatrix[1][1]), 0, 0)).xy;\n } else {\n // No Perspective ---\n // multiply by W (to cancel out division by W later in the pipeline) and\n // convert from screen to clip (derived from clip to screen above)\n curPerspScale = p.w / (0.5 * uViewport.zw);\n }\n\n vec2 offset;\n if (vJoin == 1.) {\n vTangent = normalize(tangentIn + tangentOut);\n vec2 normalIn = vec2(-tangentIn.y, tangentIn.x);\n vec2 normalOut = vec2(-tangentOut.y, tangentOut.x);\n float side = sign(aSide);\n float sideEnum = abs(aSide);\n\n // We generate vertices for joins on either side of the centerline, but\n // the \"elbow\" side is the only one needing a join. By not setting the\n // offset for the other side, all its vertices will end up in the same\n // spot and not render, effectively discarding it.\n if (sign(dot(tangentOut, vec2(-tangentIn.y, tangentIn.x))) != side) {\n // Side enums:\n // 1: the side going into the join\n // 2: the middle of the join\n // 3: the side going out of the join\n if (sideEnum == 2.) {\n // Calculate the position + tangent on either side of the join, and\n // find where the lines intersect to find the elbow of the join\n vec2 c = (posp.xy/posp.w + vec2(1.,1.)) * 0.5 * uViewport.zw;\n vec2 intersection = lineIntersection(\n c + (side * normalIn * uStrokeWeight / 2.),\n tangentIn,\n c + (side * normalOut * uStrokeWeight / 2.),\n tangentOut\n );\n offset = (intersection - c);\n\n // When lines are thick and the angle of the join approaches 180, the\n // elbow might be really far from the center. We'll apply a limit to\n // the magnitude to avoid lines going across the whole screen when this\n // happens.\n float mag = length(offset);\n float maxMag = 3. * uStrokeWeight;\n if (mag > maxMag) {\n offset *= maxMag / mag;\n }\n } else if (sideEnum == 1.) {\n offset = side * normalIn * uStrokeWeight / 2.;\n } else if (sideEnum == 3.) {\n offset = side * normalOut * uStrokeWeight / 2.;\n }\n }\n if (uStrokeJoin == STROKE_JOIN_BEVEL) {\n vec2 avgNormal = vec2(-vTangent.y, vTangent.x);\n vMaxDist = abs(dot(avgNormal, normalIn * uStrokeWeight / 2.));\n } else {\n vMaxDist = uStrokeWeight / 2.;\n }\n } else {\n vec2 tangent = aTangentIn == vec3(0.) ? tangentOut : tangentIn;\n vTangent = tangent;\n vec2 normal = vec2(-tangent.y, tangent.x);\n\n float normalOffset = sign(aSide);\n // Caps will have side values of -2 or 2 on the edge of the cap that\n // extends out from the line\n float tangentOffset = abs(aSide) - 1.;\n offset = (normal * normalOffset + tangent * tangentOffset) *\n uStrokeWeight * 0.5;\n vMaxDist = uStrokeWeight / 2.;\n }\n vPosition = vCenter + offset;\n\n gl_Position.xy = p.xy + offset.xy * curPerspScale;\n gl_Position.zw = p.zw;\n \n vColor = (uUseLineColor ? aVertexColor : uMaterialColor);\n}\n",lineFrag:T+"precision mediump int;\n\nuniform vec4 uMaterialColor;\nuniform int uStrokeCap;\nuniform int uStrokeJoin;\nuniform float uStrokeWeight;\n\nIN vec4 vColor;\nIN vec2 vTangent;\nIN vec2 vCenter;\nIN vec2 vPosition;\nIN float vMaxDist;\nIN float vCap;\nIN float vJoin;\n\nfloat distSquared(vec2 a, vec2 b) {\n vec2 aToB = b - a;\n return dot(aToB, aToB);\n}\n\nvoid main() {\n if (vCap > 0.) {\n if (\n uStrokeCap == STROKE_CAP_ROUND &&\n distSquared(vPosition, vCenter) > uStrokeWeight * uStrokeWeight * 0.25\n ) {\n discard;\n } else if (\n uStrokeCap == STROKE_CAP_SQUARE &&\n dot(vPosition - vCenter, vTangent) > 0.\n ) {\n discard;\n }\n // Use full area for PROJECT\n } else if (vJoin > 0.) {\n if (\n uStrokeJoin == STROKE_JOIN_ROUND &&\n distSquared(vPosition, vCenter) > uStrokeWeight * uStrokeWeight * 0.25\n ) {\n discard;\n } else if (uStrokeJoin == STROKE_JOIN_BEVEL) {\n vec2 normal = vec2(-vTangent.y, vTangent.x);\n if (abs(dot(vPosition - vCenter, normal)) > vMaxDist) {\n discard;\n }\n }\n // Use full area for MITER\n }\n OUT_COLOR = vec4(vColor.rgb, 1.) * vColor.a;\n}\n",pointVert:"IN vec3 aPosition;\nuniform float uPointSize;\nOUT float vStrokeWeight;\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nvoid main() {\n\tvec4 positionVec4 = vec4(aPosition, 1.0);\n\tgl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n\tgl_PointSize = uPointSize;\n\tvStrokeWeight = uPointSize;\n}\n",pointFrag:"precision mediump int;\nuniform vec4 uMaterialColor;\nIN float vStrokeWeight;\n\nvoid main(){\n float mask = 0.0;\n\n // make a circular mask using the gl_PointCoord (goes from 0 - 1 on a point)\n // might be able to get a nicer edge on big strokeweights with smoothstep but slightly less performant\n\n mask = step(0.98, length(gl_PointCoord * 2.0 - 1.0));\n\n // if strokeWeight is 1 or less lets just draw a square\n // this prevents weird artifacting from carving circles when our points are really small\n // if strokeWeight is larger than 1, we just use it as is\n\n mask = mix(0.0, mask, clamp(floor(vStrokeWeight - 0.5),0.0,1.0));\n\n // throw away the borders of the mask\n // otherwise we get weird alpha blending issues\n\n if(mask > 0.98){\n discard;\n }\n\n OUT_COLOR = vec4(uMaterialColor.rgb, 1.) * uMaterialColor.a;\n}\n",imageLightVert:"precision highp float;\nattribute vec3 aPosition;\nattribute vec3 aNormal;\nattribute vec2 aTexCoord;\n\nvarying vec3 localPos;\nvarying vec3 vWorldNormal;\nvarying vec3 vWorldPosition;\nvarying vec2 vTexCoord;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform mat3 uNormalMatrix;\n\nvoid main() {\n // Multiply the position by the matrix.\n vec4 viewModelPosition = uModelViewMatrix * vec4(aPosition, 1.0);\n gl_Position = uProjectionMatrix * viewModelPosition; \n \n // orient the normals and pass to the fragment shader\n vWorldNormal = uNormalMatrix * aNormal;\n \n // send the view position to the fragment shader\n vWorldPosition = (uModelViewMatrix * vec4(aPosition, 1.0)).xyz;\n \n localPos = vWorldPosition;\n vTexCoord = aTexCoord;\n}\n\n\n/*\nin the vertex shader we'll compute the world position and world oriented normal of the vertices and pass those to the fragment shader as varyings.\n*/\n",imageLightDiffusedFrag:"precision highp float;\nvarying vec3 localPos;\n\n// the HDR cubemap converted (can be from an equirectangular environment map.)\nuniform sampler2D environmentMap;\nvarying vec2 vTexCoord;\n\nconst float PI = 3.14159265359;\n\nvec2 nTOE( vec3 v ){\n // x = r sin(phi) cos(theta) \n // y = r cos(phi) \n // z = r sin(phi) sin(theta)\n float phi = acos( v.y );\n // if phi is 0, then there are no x, z components\n float theta = 0.0;\n // else \n theta = acos(v.x / sin(phi));\n float sinTheta = v.z / sin(phi);\n if (sinTheta < 0.0) {\n // Turn it into -theta, but in the 0-2PI range\n theta = 2.0 * PI - theta;\n }\n theta = theta / (2.0 * 3.14159);\n phi = phi / 3.14159 ;\n \n vec2 angles = vec2( phi, theta );\n return angles;\n}\n\nfloat random(vec2 p) {\n vec3 p3 = fract(vec3(p.xyx) * .1031);\n p3 += dot(p3, p3.yzx + 33.33);\n return fract((p3.x + p3.y) * p3.z);\n}\n\nvoid main()\n{ \t \n\t// the sample direction equals the hemisphere's orientation\n float phi = vTexCoord.x * 2.0 * PI;\n float theta = vTexCoord.y * PI;\n float x = sin(theta) * cos(phi);\n float y = sin(theta) * sin(phi);\n float z = cos(theta);\n vec3 normal = vec3( x, y, z);\n\n\t// Discretely sampling the hemisphere given the integral's\n // spherical coordinates translates to the following fragment code:\n\tvec3 irradiance = vec3(0.0); \n\tvec3 up\t= vec3(0.0, 1.0, 0.0);\n\tvec3 right = normalize(cross(up, normal));\n\tup = normalize(cross(normal, right));\n\n\t// We specify a fixed sampleDelta delta value to traverse\n // the hemisphere; decreasing or increasing the sample delta\n // will increase or decrease the accuracy respectively.\n\tconst float sampleDelta = 0.100;\n\tfloat nrSamples = 0.0;\n float randomOffset = random(gl_FragCoord.xy) * sampleDelta;\n\tfor(float rawPhi = 0.0; rawPhi < 2.0 * PI; rawPhi += sampleDelta)\n\t{\n float phi = rawPhi + randomOffset;\n for(float rawTheta = 0.0; rawTheta < ( 0.5 ) * PI; rawTheta += sampleDelta)\n {\n float theta = rawTheta + randomOffset;\n // spherical to cartesian (in tangent space) // tangent space to world // add each sample result to irradiance\n float x = sin(theta) * cos(phi);\n float y = sin(theta) * sin(phi);\n float z = cos(theta);\n vec3 tangentSample = vec3( x, y, z);\n \n vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * normal;\n irradiance += (texture2D(environmentMap, nTOE(sampleVec)).xyz) * cos(theta) * sin(theta);\n nrSamples++;\n }\n\t}\n\t// divide by the total number of samples taken, giving us the average sampled irradiance.\n\tirradiance = PI * irradiance * (1.0 / float(nrSamples )) ;\n \n \n\tgl_FragColor = vec4(irradiance, 1.0);\n}",imageLightSpecularFrag:"precision highp float;\r\nvarying vec3 localPos;\r\nvarying vec2 vTexCoord;\r\n\r\n// our texture\r\nuniform sampler2D environmentMap;\r\nuniform float roughness;\r\n\r\nconst float PI = 3.14159265359;\r\n\r\nfloat VanDerCorput(int bits);\r\nvec2 HammersleyNoBitOps(int i, int N);\r\nvec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);\r\n\r\n\r\nvec2 nTOE( vec3 v ){\r\n // x = r sin(phi) cos(theta) \r\n // y = r cos(phi) \r\n // z = r sin(phi) sin(theta)\r\n float phi = acos( v.y );\r\n // if phi is 0, then there are no x, z components\r\n float theta = 0.0;\r\n // else \r\n theta = acos(v.x / sin(phi));\r\n float sinTheta = v.z / sin(phi);\r\n if (sinTheta < 0.0) {\r\n // Turn it into -theta, but in the 0-2PI range\r\n theta = 2.0 * PI - theta;\r\n }\r\n theta = theta / (2.0 * 3.14159);\r\n phi = phi / 3.14159 ;\r\n \r\n vec2 angles = vec2( phi, theta );\r\n return angles;\r\n}\r\n\r\n\r\nvoid main(){\r\n const int SAMPLE_COUNT = 400; // 4096\r\n int lowRoughnessLimit = int(pow(2.0,(roughness+0.1)*20.0));\r\n float totalWeight = 0.0;\r\n vec3 prefilteredColor = vec3(0.0);\r\n float phi = vTexCoord.x * 2.0 * PI;\r\n float theta = vTexCoord.y * PI;\r\n float x = sin(theta) * cos(phi);\r\n float y = sin(theta) * sin(phi);\r\n float z = cos(theta);\r\n vec3 N = vec3(x,y,z);\r\n vec3 V = N;\r\n for (int i = 0; i < SAMPLE_COUNT; ++i)\r\n {\r\n // break at smaller sample numbers for low roughness levels\r\n if(i == lowRoughnessLimit)\r\n {\r\n break;\r\n }\r\n vec2 Xi = HammersleyNoBitOps(i, SAMPLE_COUNT);\r\n vec3 H = ImportanceSampleGGX(Xi, N, roughness);\r\n vec3 L = normalize(2.0 * dot(V, H) * H - V);\r\n\r\n float NdotL = max(dot(N, L), 0.0);\r\n if (NdotL > 0.0)\r\n {\r\n prefilteredColor += texture2D(environmentMap, nTOE(L)).xyz * NdotL;\r\n totalWeight += NdotL;\r\n }\r\n }\r\n prefilteredColor = prefilteredColor / totalWeight;\r\n\r\n gl_FragColor = vec4(prefilteredColor, 1.0);\r\n}\r\n\r\nvec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness){\r\n float a = roughness * roughness;\r\n\r\n float phi = 2.0 * PI * Xi.x;\r\n float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));\r\n float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\r\n // from spherical coordinates to cartesian coordinates\r\n vec3 H;\r\n H.x = cos(phi) * sinTheta;\r\n H.y = sin(phi) * sinTheta;\r\n H.z = cosTheta;\r\n\r\n // from tangent-space vector to world-space sample vector\r\n vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);\r\n vec3 tangent = normalize(cross(up, N));\r\n vec3 bitangent = cross(N, tangent);\r\n\r\n vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;\r\n return normalize(sampleVec);\r\n}\r\n\r\n\r\nfloat VanDerCorput(int n, int base)\r\n{\r\n#ifdef WEBGL2\r\n\r\n uint bits = uint(n);\r\n bits = (bits << 16u) | (bits >> 16u);\r\n bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);\r\n bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);\r\n bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);\r\n bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);\r\n return float(bits) * 2.3283064365386963e-10; // / 0x100000000\r\n\r\n#else\r\n\r\n float invBase = 1.0 / float(base);\r\n float denom = 1.0;\r\n float result = 0.0;\r\n\r\n\r\n for (int i = 0; i < 32; ++i)\r\n {\r\n if (n > 0)\r\n {\r\n denom = mod(float(n), 2.0);\r\n result += denom * invBase;\r\n invBase = invBase / 2.0;\r\n n = int(float(n) / 2.0);\r\n }\r\n }\r\n\r\n\r\n return result;\r\n\r\n#endif\r\n}\r\n\r\nvec2 HammersleyNoBitOps(int i, int N)\r\n{\r\n return vec2(float(i) / float(N), VanDerCorput(i, 2));\r\n}\r\n"},M=E.sphereMappingFrag;for(x in E)E[x]="#ifdef WEBGL2\n\n#define IN in\n#define OUT out\n\n#ifdef FRAGMENT_SHADER\nout vec4 outColor;\n#define OUT_COLOR outColor\n#endif\n#define TEXTURE texture\n\n#else\n\n#ifdef FRAGMENT_SHADER\n#define IN varying\n#else\n#define IN attribute\n#endif\n#define OUT varying\n#define TEXTURE texture2D\n\n#ifdef FRAGMENT_SHADER\n#define OUT_COLOR gl_FragColor\n#endif\n\n#endif\n"+E[x];_(e={},l.GRAY,"precision highp float;\n\nvarying vec2 vTexCoord;\n\nuniform sampler2D tex0;\n\nfloat luma(vec3 color) {\n // weighted grayscale with luminance values\n return dot(color, vec3(0.2126, 0.7152, 0.0722));\n}\n\nvoid main() {\n vec4 tex = texture2D(tex0, vTexCoord);\n float gray = luma(tex.rgb);\n gl_FragColor = vec4(gray, gray, gray, tex.a);\n}\n"),_(e,l.ERODE,"// Reduces the bright areas in an image\n\nprecision highp float;\n\nvarying vec2 vTexCoord;\n\nuniform sampler2D tex0;\nuniform vec2 texelSize;\n\nfloat luma(vec3 color) {\n // weighted grayscale with luminance values\n // weights 77, 151, 28 taken from src/image/filters.js\n return dot(color, vec3(0.300781, 0.589844, 0.109375));\n}\n\nvoid main() {\n vec4 color = texture2D(tex0, vTexCoord);\n float lum = luma(color.rgb);\n\n // set current color as the darkest neighbor color\n\n vec4 neighbors[4];\n neighbors[0] = texture2D(tex0, vTexCoord + vec2( texelSize.x, 0.0));\n neighbors[1] = texture2D(tex0, vTexCoord + vec2(-texelSize.x, 0.0));\n neighbors[2] = texture2D(tex0, vTexCoord + vec2(0.0, texelSize.y));\n neighbors[3] = texture2D(tex0, vTexCoord + vec2(0.0, -texelSize.y));\n\n for (int i = 0; i < 4; i++) {\n vec4 neighborColor = neighbors[i];\n float neighborLum = luma(neighborColor.rgb);\n\n if (neighborLum < lum) {\n color = neighborColor;\n lum = neighborLum;\n }\n }\n\n gl_FragColor = color;\n}\n"),_(e,l.DILATE,"// Increase the bright areas in an image\n\nprecision highp float;\n\nvarying vec2 vTexCoord;\n\nuniform sampler2D tex0;\nuniform vec2 texelSize;\n\nfloat luma(vec3 color) {\n // weighted grayscale with luminance values\n // weights 77, 151, 28 taken from src/image/filters.js\n return dot(color, vec3(0.300781, 0.589844, 0.109375));\n}\n\nvoid main() {\n vec4 color = texture2D(tex0, vTexCoord);\n float lum = luma(color.rgb);\n\n // set current color as the brightest neighbor color\n\n vec4 neighbors[4];\n neighbors[0] = texture2D(tex0, vTexCoord + vec2( texelSize.x, 0.0));\n neighbors[1] = texture2D(tex0, vTexCoord + vec2(-texelSize.x, 0.0));\n neighbors[2] = texture2D(tex0, vTexCoord + vec2(0.0, texelSize.y));\n neighbors[3] = texture2D(tex0, vTexCoord + vec2(0.0, -texelSize.y));\n\n for (int i = 0; i < 4; i++) {\n vec4 neighborColor = neighbors[i];\n float neighborLum = luma(neighborColor.rgb);\n\n if (neighborLum > lum) {\n color = neighborColor;\n lum = neighborLum;\n }\n }\n\n gl_FragColor = color;\n}\n"),_(e,l.BLUR,"precision highp float;\n\n// Two-pass blur filter, unweighted kernel.\n// See also a similar blur at Adam Ferriss' repo of shader examples:\n// https://github.com/aferriss/p5jsShaderExamples/blob/gh-pages/4_image-effects/4-9_single-pass-blur/effect.frag\n\n\nuniform sampler2D tex0;\nvarying vec2 vTexCoord;\nuniform vec2 direction;\nuniform vec2 canvasSize;\nuniform float radius;\n\nfloat random(vec2 p) {\n vec3 p3 = fract(vec3(p.xyx) * .1031);\n p3 += dot(p3, p3.yzx + 33.33);\n return fract((p3.x + p3.y) * p3.z);\n}\n\n// This isn't a real Gaussian weight, it's a quadratic weight. It's what the\n// CPU mode's blur uses though, so we also use it here to match.\nfloat quadWeight(float x, float e) {\n return pow(e-abs(x), 2.);\n}\n\nvoid main(){\n vec2 uv = vTexCoord;\n\n // A reasonable maximum number of samples\n const float maxSamples = 64.0;\n\n float numSamples = floor(7. * radius);\n if (fract(numSamples / 2.) == 0.) {\n numSamples++;\n }\n vec4 avg = vec4(0.0);\n float total = 0.0;\n\n // Calculate the spacing to avoid skewing if numSamples > maxSamples\n float spacing = 1.0;\n if (numSamples > maxSamples) {\n spacing = numSamples / maxSamples;\n numSamples = maxSamples;\n }\n\n float randomOffset = (spacing - 1.0) * mix(-0.5, 0.5, random(gl_FragCoord.xy));\n for (float i = 0.0; i < maxSamples; i++) {\n if (i >= numSamples) break;\n\n float sample = i * spacing - (numSamples - 1.0) * 0.5 * spacing + randomOffset;\n vec2 sampleCoord = uv + vec2(sample, sample) / canvasSize * direction;\n float weight = quadWeight(sample, (numSamples - 1.0) * 0.5 * spacing);\n\n avg += weight * texture2D(tex0, sampleCoord);\n total += weight;\n }\n\n avg /= total;\n gl_FragColor = avg;\n}\n"),_(e,l.POSTERIZE,"// Limit color space for a stylized cartoon / poster effect\n\nprecision highp float;\n\nvarying vec2 vTexCoord;\n\nuniform sampler2D tex0;\nuniform float filterParameter;\n\nvec3 quantize(vec3 color, float n) {\n // restrict values to N options/bins\n // and floor each channel to nearest value\n //\n // eg. when N = 5, values = 0.0, 0.25, 0.50, 0.75, 1.0\n // then quantize (0.1, 0.7, 0.9) -> (0.0, 0.5, 1.0)\n\n color = color * n;\n color = floor(color);\n color = color / (n - 1.0);\n return color;\n}\n\nvoid main() {\n vec4 color = texture2D(tex0, vTexCoord);\n\n vec3 restrictedColor = quantize(color.rgb / color.a, filterParameter);\n\n gl_FragColor = vec4(restrictedColor.rgb * color.a, color.a);\n}\n"),_(e,l.OPAQUE,"// Set alpha channel to entirely opaque\n\nprecision highp float;\n\nvarying vec2 vTexCoord;\n\nuniform sampler2D tex0;\n\nvoid main() {\n vec4 color = texture2D(tex0, vTexCoord);\n gl_FragColor = vec4(color.rgb / color.a, 1.0);\n}\n"),_(e,l.INVERT,"// Set each pixel to inverse value\n// Note that original INVERT does not change the opacity, so this follows suit\n\nprecision highp float;\n\nvarying vec2 vTexCoord;\n\nuniform sampler2D tex0;\n\nvoid main() {\nvec4 color = texture2D(tex0, vTexCoord);\nvec3 origColor = color.rgb / color.a;\nvec3 invertedColor = vec3(1.0) - origColor;\ngl_FragColor = vec4(invertedColor * color.a, color.a);\n}\n"),_(e,l.THRESHOLD,"// Convert pixels to either white or black, \n// depending on if their luma is above or below filterParameter\n\nprecision highp float;\n\nvarying vec2 vTexCoord;\n\nuniform sampler2D tex0;\nuniform float filterParameter;\n\nfloat luma(vec3 color) {\n // weighted grayscale with luminance values\n return dot(color, vec3(0.2126, 0.7152, 0.0722));\n}\n\nvoid main() {\n vec4 color = texture2D(tex0, vTexCoord);\n float gray = luma(color.rgb / color.a);\n // floor() used to match src/image/filters.js\n float threshold = floor(filterParameter * 255.0) / 255.0;\n float blackOrWhite = step(threshold, gray);\n gl_FragColor = vec4(vec3(blackOrWhite) * color.a, color.a);\n}\n");var k=e;function C(e,t,r,o,n,s,i,a,l,u){var c=t.getParameter(t.FRAMEBUFFER_BINDING),r=(t.bindFramebuffer(t.FRAMEBUFFER,r),a===t.RGBA?4:3),d=s*i*r,h=l===t.UNSIGNED_BYTE?Uint8Array:Float32Array;if(e instanceof h&&e.length===d||(e=new h(d)),t.readPixels(o,u?u-n-i:n,s,i,a,l,e),t.bindFramebuffer(t.FRAMEBUFFER,c),u)for(var f=Math.floor(i/2),p=new h(s*r),m=0;m>7,127&d,c>>7,127&c);for(var h=0;h>7,127&f,0,0)}}return{cellImageInfo:a,dimOffset:t,dimImageInfo:n}}}}]),t}();B.default.RendererGL.prototype._renderText=function(e,t,r,o,n){if(this._textFont&&"string"!=typeof this._textFont){if(!(n<=o)&&this._doFill){if(this._isOpenType()){e.push();var n=this._doStroke,s=this.drawMode,i=(this._doStroke=!1,this.drawMode=E.TEXTURE,this._textFont.font),a=(a=this._textFont._fontInfo)||(this._textFont._fontInfo=new M(i)),r=this._textFont._handleAlignment(this,t,r,o),o=this._textSize/i.unitsPerEm,l=(this.translate(r.x,r.y,0),this.scale(o,o,1),this.GL),r=!this._defaultFontShader,u=this._getFontShader(),c=(u.init(),u.bindShader(),r&&(u.setUniform("uGridImageSize",[64,64]),u.setUniform("uCellsImageSize",[64,64]),u.setUniform("uStrokeImageSize",[64,64]),u.setUniform("uGridSize",[9,9])),this._applyColorBlend(this.curFillColor),this.retainedMode.geometry.glyph),d=(c||((o=this._textGeom=new B.default.Geometry(1,1,function(){for(var e=0;e<=1;e++)for(var t=0;t<=1;t++)this.vertices.push(new B.default.Vector(t,e,0)),this.uvs.push(t,e)})).computeFaces().computeNormals(),c=this.createBuffers("glyph",o)),!0),r=!1,o=void 0;try{for(var h,f=this.retainedMode.buffers.text[Symbol.iterator]();!(d=(h=f.next()).done);d=!0)h.value._prepareBuffer(c,u)}catch(e){r=!0,o=e}finally{try{d||null==f.return||f.return()}finally{if(r)throw o}}this._bindBuffer(c.indexBuffer,l.ELEMENT_ARRAY_BUFFER),u.setUniform("uMaterialColor",this.curFillColor),l.pixelStorei(l.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!1);try{var p=0,m=null,y=i.stringToGlyphs(t),g=!0,v=!1,b=void 0;try{for(var _,j=y[Symbol.iterator]();!(g=(_=j.next()).done);g=!0){var x,w,S=_.value,T=(m&&(p+=i.getKerningValue(m,S)),a.getGlyphInfo(S));T.uGlyphRect&&(x=T.rowInfo,w=T.colInfo,u.setUniform("uSamplerStrokes",T.strokeImageInfo.imageData),u.setUniform("uSamplerRowStrokes",x.cellImageInfo.imageData),u.setUniform("uSamplerRows",x.dimImageInfo.imageData),u.setUniform("uSamplerColStrokes",w.cellImageInfo.imageData),u.setUniform("uSamplerCols",w.dimImageInfo.imageData),u.setUniform("uGridOffset",T.uGridOffset),u.setUniform("uGlyphRect",T.uGlyphRect),u.setUniform("uGlyphOffset",p),u.bindTextures(),l.drawElements(l.TRIANGLES,6,this.GL.UNSIGNED_SHORT,0)),p+=S.advanceWidth,m=S}}catch(e){v=!0,b=e}finally{try{g||null==j.return||j.return()}finally{if(v)throw b}}}finally{u.unbindShader(),this._doStroke=n,this.drawMode=s,l.pixelStorei(l.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!0),e.pop()}}else console.log("WEBGL: only Opentype (.otf) and Truetype (.ttf) fonts are supported");return e}}else console.log("WEBGL: you must load and set a font before drawing text. See `loadFont` and `textFont` for more details.")}},{"../core/constants":269,"../core/main":280,"./p5.RendererGL.Retained":336,"./p5.Shader":338,"core-js/modules/es.array.iterator":164,"core-js/modules/es.object.get-own-property-descriptor":183,"core-js/modules/es.object.to-string":187,"core-js/modules/es.regexp.exec":192,"core-js/modules/es.string.iterator":197,"core-js/modules/es.string.split":203,"core-js/modules/es.string.sub":205,"core-js/modules/es.symbol":209,"core-js/modules/es.symbol.description":207,"core-js/modules/es.symbol.iterator":208,"core-js/modules/es.weak-map":241,"core-js/modules/web.dom-collections.iterator":243}]},{},[264])(264)}); \ No newline at end of file -- cgit v1.2.3-70-g09d2