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Added paradise version. Added Coptic text texture. Added polar coordinate and "sun" support to the renderer.
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@@ -11,21 +11,23 @@ const easeInOutQuad = input => {
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return 1 - 2 * input * input;
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}
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const ARRAY_SIZE = 2048;
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THREE.ColorMapPass = function (entries, ditherMagnitude = 1) {
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const colors = Array(256).fill().map(_ => new THREE.Vector3());
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const colors = Array(ARRAY_SIZE).fill().map(_ => new THREE.Vector3(0, 0, 0));
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const sortedEntries = entries.slice().sort((e1, e2) => e1.at - e2.at).map(entry => ({
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color: entry.color,
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at255: Math.floor(Math.max(Math.min(1, entry.at), 0) * (colors.length - 1))
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arrayIndex: Math.floor(Math.max(Math.min(1, entry.at), 0) * (ARRAY_SIZE - 1))
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}));
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sortedEntries.unshift({color:sortedEntries[0].color, at255:0});
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sortedEntries.push({color:sortedEntries[sortedEntries.length - 1].color, at255:255});
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sortedEntries.unshift({color:sortedEntries[0].color, arrayIndex:0});
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sortedEntries.push({color:sortedEntries[sortedEntries.length - 1].color, arrayIndex:ARRAY_SIZE - 1});
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sortedEntries.forEach((entry, index) => {
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colors[entry.at255].copy(entry.color);
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colors[entry.arrayIndex].copy(entry.color);
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if (index + 1 < sortedEntries.length) {
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const nextEntry = sortedEntries[index + 1];
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const diff = nextEntry.at255 - entry.at255;
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const diff = nextEntry.arrayIndex - entry.arrayIndex;
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for (let i = 0; i < diff; i++) {
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colors[entry.at255 + i].lerpVectors(entry.color, nextEntry.color, i / diff);
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colors[entry.arrayIndex + i].lerpVectors(entry.color, nextEntry.color, i / diff);
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}
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}
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});
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