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Foundry-VTT-Docker/resources/app/client/pixi/webgl/shaders/base-shader-mixin.js
2025-01-04 00:34:03 +01:00

331 lines
10 KiB
JavaScript

/**
* A mixin which decorates a PIXI.Filter or PIXI.Shader with common properties.
* @category - Mixins
* @param {typeof PIXI.Shader} ShaderClass The parent ShaderClass class being mixed.
* @returns {typeof BaseShaderMixin} A Shader/Filter subclass mixed with BaseShaderMixin features.
* @mixin
*/
const BaseShaderMixin = ShaderClass => {
class BaseShaderMixin extends ShaderClass {
/**
* Useful constant values computed at compile time
* @type {string}
*/
static CONSTANTS = `
const float PI = 3.141592653589793;
const float TWOPI = 6.283185307179586;
const float INVPI = 0.3183098861837907;
const float INVTWOPI = 0.15915494309189535;
const float SQRT2 = 1.4142135623730951;
const float SQRT1_2 = 0.7071067811865476;
const float SQRT3 = 1.7320508075688772;
const float SQRT1_3 = 0.5773502691896257;
const vec3 BT709 = vec3(0.2126, 0.7152, 0.0722);
`;
/* -------------------------------------------- */
/**
* Fast approximate perceived brightness computation
* Using Digital ITU BT.709 : Exact luminance factors
* @type {string}
*/
static PERCEIVED_BRIGHTNESS = `
float perceivedBrightness(in vec3 color) { return sqrt(dot(BT709, color * color)); }
float perceivedBrightness(in vec4 color) { return perceivedBrightness(color.rgb); }
float reversePerceivedBrightness(in vec3 color) { return 1.0 - perceivedBrightness(color); }
float reversePerceivedBrightness(in vec4 color) { return 1.0 - perceivedBrightness(color.rgb); }
`;
/* -------------------------------------------- */
/**
* Convertion functions for sRGB and Linear RGB.
* @type {string}
*/
static COLOR_SPACES = `
float luminance(in vec3 c) { return dot(BT709, c); }
vec3 linear2grey(in vec3 c) { return vec3(luminance(c)); }
vec3 linear2srgb(in vec3 c) {
vec3 a = 12.92 * c;
vec3 b = 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055;
vec3 s = step(vec3(0.0031308), c);
return mix(a, b, s);
}
vec3 srgb2linear(in vec3 c) {
vec3 a = c / 12.92;
vec3 b = pow((c + 0.055) / 1.055, vec3(2.4));
vec3 s = step(vec3(0.04045), c);
return mix(a, b, s);
}
vec3 srgb2linearFast(in vec3 c) { return c * c; }
vec3 linear2srgbFast(in vec3 c) { return sqrt(c); }
vec3 colorClamp(in vec3 c) { return clamp(c, vec3(0.0), vec3(1.0)); }
vec4 colorClamp(in vec4 c) { return clamp(c, vec4(0.0), vec4(1.0)); }
vec3 tintColorLinear(in vec3 color, in vec3 tint, in float intensity) {
float t = luminance(tint);
float c = luminance(color);
return mix(color, mix(
mix(tint, vec3(1.0), (c - t) / (1.0 - t)),
tint * (c / t),
step(c, t)
), intensity);
}
vec3 tintColor(in vec3 color, in vec3 tint, in float intensity) {
return linear2srgbFast(tintColorLinear(srgb2linearFast(color), srgb2linearFast(tint), intensity));
}
`;
/* -------------------------------------------- */
/**
* Fractional Brownian Motion for a given number of octaves
* @param {number} [octaves=4]
* @param {number} [amp=1.0]
* @returns {string}
*/
static FBM(octaves = 4, amp = 1.0) {
return `float fbm(in vec2 uv) {
float total = 0.0, amp = ${amp.toFixed(1)};
for (int i = 0; i < ${octaves}; i++) {
total += noise(uv) * amp;
uv += uv;
amp *= 0.5;
}
return total;
}`;
}
/* -------------------------------------------- */
/**
* High Quality Fractional Brownian Motion
* @param {number} [octaves=3]
* @returns {string}
*/
static FBMHQ(octaves = 3) {
return `float fbm(in vec2 uv, in float smoothness) {
float s = exp2(-smoothness);
float f = 1.0;
float a = 1.0;
float t = 0.0;
for( int i = 0; i < ${octaves}; i++ ) {
t += a * noise(f * uv);
f *= 2.0;
a *= s;
}
return t;
}`;
}
/* -------------------------------------------- */
/**
* Angular constraint working with coordinates on the range [-1, 1]
* => coord: Coordinates
* => angle: Angle in radians
* => smoothness: Smoothness of the pie
* => l: Length of the pie.
* @type {string}
*/
static PIE = `
float pie(in vec2 coord, in float angle, in float smoothness, in float l) {
coord.x = abs(coord.x);
vec2 va = vec2(sin(angle), cos(angle));
float lg = length(coord) - l;
float clg = length(coord - va * clamp(dot(coord, va) , 0.0, l));
return smoothstep(0.0, smoothness, max(lg, clg * sign(va.y * coord.x - va.x * coord.y)));
}`;
/* -------------------------------------------- */
/**
* A conventional pseudo-random number generator with the "golden" numbers, based on uv position
* @type {string}
*/
static PRNG_LEGACY = `
float random(in vec2 uv) {
return fract(cos(dot(uv, vec2(12.9898, 4.1414))) * 43758.5453);
}`;
/* -------------------------------------------- */
/**
* A pseudo-random number generator based on uv position which does not use cos/sin
* This PRNG replaces the old PRNG_LEGACY to workaround some driver bugs
* @type {string}
*/
static PRNG = `
float random(in vec2 uv) {
uv = mod(uv, 1000.0);
return fract( dot(uv, vec2(5.23, 2.89)
* fract((2.41 * uv.x + 2.27 * uv.y)
* 251.19)) * 551.83);
}`;
/* -------------------------------------------- */
/**
* A Vec2 pseudo-random generator, based on uv position
* @type {string}
*/
static PRNG2D = `
vec2 random(in vec2 uv) {
vec2 uvf = fract(uv * vec2(0.1031, 0.1030));
uvf += dot(uvf, uvf.yx + 19.19);
return fract((uvf.x + uvf.y) * uvf);
}`;
/* -------------------------------------------- */
/**
* A Vec3 pseudo-random generator, based on uv position
* @type {string}
*/
static PRNG3D = `
vec3 random(in vec3 uv) {
return vec3(fract(cos(dot(uv, vec3(12.9898, 234.1418, 152.01))) * 43758.5453),
fract(sin(dot(uv, vec3(80.9898, 545.8937, 151515.12))) * 23411.1789),
fract(cos(dot(uv, vec3(01.9898, 1568.5439, 154.78))) * 31256.8817));
}`;
/* -------------------------------------------- */
/**
* A conventional noise generator
* @type {string}
*/
static NOISE = `
float noise(in vec2 uv) {
const vec2 d = vec2(0.0, 1.0);
vec2 b = floor(uv);
vec2 f = smoothstep(vec2(0.), vec2(1.0), fract(uv));
return mix(
mix(random(b), random(b + d.yx), f.x),
mix(random(b + d.xy), random(b + d.yy), f.x),
f.y
);
}`;
/* -------------------------------------------- */
/**
* Convert a Hue-Saturation-Brightness color to RGB - useful to convert polar coordinates to RGB
* @type {string}
*/
static HSB2RGB = `
vec3 hsb2rgb(in vec3 c) {
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0), 6.0)-3.0)-1.0, 0.0, 1.0 );
rgb = rgb*rgb*(3.0-2.0*rgb);
return c.z * mix(vec3(1.0), rgb, c.y);
}`;
/* -------------------------------------------- */
/**
* Declare a wave function in a shader -> wcos (default), wsin or wtan.
* Wave on the [v1,v2] range with amplitude -> a and speed -> speed.
* @param {string} [func="cos"] the math function to use
* @returns {string}
*/
static WAVE(func="cos") {
return `
float w${func}(in float v1, in float v2, in float a, in float speed) {
float w = ${func}( speed + a ) + 1.0;
return (v1 - v2) * (w * 0.5) + v2;
}`;
}
/* -------------------------------------------- */
/**
* Rotation function.
* @type {string}
*/
static ROTATION = `
mat2 rot(in float a) {
float s = sin(a);
float c = cos(a);
return mat2(c, -s, s, c);
}
`;
/* -------------------------------------------- */
/**
* Voronoi noise function. Needs PRNG2D and CONSTANTS.
* @see PRNG2D
* @see CONSTANTS
* @type {string}
*/
static VORONOI = `
vec3 voronoi(in vec2 uv, in float t, in float zd) {
vec3 vor = vec3(0.0, 0.0, zd);
vec2 uvi = floor(uv);
vec2 uvf = fract(uv);
for ( float j = -1.0; j <= 1.0; j++ ) {
for ( float i = -1.0; i <= 1.0; i++ ) {
vec2 uvn = vec2(i, j);
vec2 uvr = 0.5 * sin(TWOPI * random(uvi + uvn) + t) + 0.5;
uvr = 0.5 * sin(TWOPI * uvr + t) + 0.5;
vec2 uvd = uvn + uvr - uvf;
float dist = length(uvd);
if ( dist < vor.z ) {
vor.xy = uvr;
vor.z = dist;
}
}
}
return vor;
}
vec3 voronoi(in vec2 vuv, in float zd) {
return voronoi(vuv, 0.0, zd);
}
vec3 voronoi(in vec3 vuv, in float zd) {
return voronoi(vuv.xy, vuv.z, zd);
}
`;
/* -------------------------------------------- */
/**
* Enables GLSL 1.0 backwards compatibility in GLSL 3.00 ES vertex shaders.
* @type {string}
*/
static GLSL1_COMPATIBILITY_VERTEX = `
#define attribute in
#define varying out
`;
/* -------------------------------------------- */
/**
* Enables GLSL 1.0 backwards compatibility in GLSL 3.00 ES fragment shaders.
* @type {string}
*/
static GLSL1_COMPATIBILITY_FRAGMENT = `
#define varying in
#define texture2D texture
#define textureCube texture
#define texture2DProj textureProj
#define texture2DLodEXT textureLod
#define texture2DProjLodEXT textureProjLod
#define textureCubeLodEXT textureLod
#define texture2DGradEXT textureGrad
#define texture2DProjGradEXT textureProjGrad
#define textureCubeGradEXT textureGrad
#define gl_FragDepthEXT gl_FragDepth
`;
}
return BaseShaderMixin;
};