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https://github.com/Rezmason/matrix.git
synced 2026-04-16 21:39:29 -07:00
Removing the camera, actually.
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@@ -142,16 +142,16 @@ const glyphVariable = gpuCompute.addVariable(
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numColumns: {type: "f", value: numColumns},
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sharpness: { type: "f", value: sharpness },
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numGlyphColumns: {type: "f", value: numGlyphColumns},
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resolution: {type: "v2", value: new THREE.Vector2() },
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},
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vertexShader: `
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attribute vec2 uv;
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attribute vec3 position;
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uniform mat4 projectionMatrix;
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uniform mat4 modelViewMatrix;
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uniform vec2 resolution;
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varying vec2 vUV;
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void main() {
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vUV = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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gl_Position = vec4( resolution * position.xy, 0.0, 1.0 );
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}
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`,
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fragmentShader: `
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@@ -209,11 +209,14 @@ const glyphVariable = gpuCompute.addVariable(
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if (isBigEnough <= BIG_ENOUGH && alpha < 0.5) { discard; return; }
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if (alpha < 0.5 * MODIFIED_ALPHATEST) { discard; return; }
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gl_FragColor = vec4(vec3(brightness * alpha), 1);
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gl_FragColor = vec4(vec3(brightness * alpha), 1.0);
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// gl_FragColor = vec4(glyph.r, glyph.b, glyph.a, 1.0);
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}
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`
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})
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);
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mesh.frustumCulled = false;
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if (isPolar) {
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mesh.material.defines.isPolar = 1.0;
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@@ -223,8 +226,6 @@ const glyphVariable = gpuCompute.addVariable(
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mesh.material.defines.isSlanted = 1.0;
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}
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// mesh.material = new THREE.MeshBasicMaterial({map: glyphRTT});
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scene.add( mesh );
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let start = NaN;
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@@ -250,25 +251,16 @@ const glyphVariable = gpuCompute.addVariable(
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glyphVariable.material.uniforms.now.value = now;
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glyphVariable.material.uniforms.delta.value = delta;
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gpuCompute.compute(); // Do the gpu computation
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gpuCompute.compute();
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renderer.render( scene, camera );
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};
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matrixRenderer.resize = (width, height) => {
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const ratio = height / width;
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const frac = 0.5;
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if (ratio < 1) {
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camera.left = -frac;
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camera.right = frac;
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camera.bottom = (camera.left - camera.right) * ratio + frac;
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camera.top = frac;
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if (width > height) {
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mesh.material.uniforms.resolution.value.set(2, 2 * width / height);
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} else {
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camera.bottom = -frac;
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camera.top = frac;
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camera.left = camera.bottom / ratio;
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camera.right = camera.top / ratio;
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mesh.material.uniforms.resolution.value.set(2 * height / width, 2);
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}
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camera.updateProjectionMatrix();
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};
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return matrixRenderer;
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