Remove clutter

This commit is contained in:
schmelczerandras 2020-09-18 15:26:56 +02:00
parent 3d48df02e9
commit ca2ac3fd2d
2 changed files with 1 additions and 51 deletions

View file

@ -12,58 +12,11 @@ in vec2 position;
{declarations}
/*
#endif
#if BLOB_COUNT > 0
uniform struct {
vec2 headCenter;
vec2 leftFootCenter;
vec2 rightFootCenter;
float headRadius;
float footRadius;
float k;
}[BLOB_COUNT] blobs;
float smoothMin(float a, float b)
{
const float k = 2.0;
a = pow(a, k);
b = pow(b, k);
return pow((a * b) / (a + b), 1.0 / k);
}
float circleMinDistance(vec2 circleCenter, float radius) {
return distance(position, circleCenter) - radius;
}
void blobMinDistance(inout float minDistance, inout float color) {
for (int i = 0; i < BLOB_COUNT; i++) {
float headDistance = circleMinDistance(blobs[i].headCenter, blobs[i].headRadius);
float leftFootDistance = circleMinDistance(blobs[i].leftFootCenter, blobs[i].footRadius);
float rightFootDistance = circleMinDistance(blobs[i].rightFootCenter, blobs[i].footRadius);
float res = min(
smoothMin(headDistance, leftFootDistance),
smoothMin(headDistance, rightFootDistance)
);
res = min(100.0, headDistance);
res = min(res, leftFootDistance);
res = min(res, rightFootDistance);
//color = mix(2.0, color, step(distanceUvPixelSize + SURFACE_OFFSET, res));
minDistance = min(minDistance, res);
color = mix(2.0, color, step(distanceNdcPixelSize + SURFACE_OFFSET, res));
}
}
#endif
*/
out vec2 fragmentColor;
void main() {
float minDistance = maxMinDistance;
float color = 1.0;
float color = 0.0;
{functionCalls}

View file

@ -1,3 +0,0 @@
import { vec2 } from 'gl-matrix';
export const rotate90Deg = (vec: vec2): vec2 => vec2.fromValues(-vec.y, vec.x);