✨ Lookuptable GradientMap Vignette
This commit is contained in:
@@ -3,6 +3,10 @@ import { v4 as uuid } from 'uuid';
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import {Variables, InputProperties, OutputProperties} from './io/AbstractIOSet';
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import {Variables, InputProperties, OutputProperties} from './io/AbstractIOSet';
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import {MultiSubject} from '../helpers/listener';
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import {MultiSubject} from '../helpers/listener';
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/**
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* Elemetar unit of graphfx
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* has inputs/outputs which can be connected to other nodes
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*/
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export default class Node<I extends Variables, O extends Variables> {
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export default class Node<I extends Variables, O extends Variables> {
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name: string
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name: string
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@@ -70,19 +74,24 @@ export default class Node<I extends Variables, O extends Variables> {
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}
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}
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/**
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/**
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* Input getters
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* Node inputs
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*
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*/
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*/
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get in() {
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get in() {
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return this.__in;
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return this.__in;
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}
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}
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/**
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/**
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* Output getters
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* Node outputs
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*
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*/
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*/
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get out() {
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get out() {
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return this.__out;
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return this.__out;
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}
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}
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/**
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* Create json serializable object
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*/
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serialize() {
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serialize() {
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return {
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return {
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id: this.id,
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id: this.id,
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75
src/nodes/WebGL/ColorLookupTable.ts
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75
src/nodes/WebGL/ColorLookupTable.ts
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@@ -0,0 +1,75 @@
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import WebGL from './WebGl';
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import {lookup} from './assets';
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import {
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NumberVar,
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ImageVar,
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} from '../io/AbstractIOSet';
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const inputs = {
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amount: {
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type: 'Number',
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default: 1,
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} as NumberVar,
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map: {
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type: 'Image',
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default: lookup,
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} as ImageVar,
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};
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export default class ColorLookupTable extends WebGL<typeof inputs> {
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constructor() {
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super('ColorLookupTable', inputs)
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}
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get frag() {
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return `
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precision mediump float;
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// our texture
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uniform sampler2D u_image;
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uniform sampler2D u_map;
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// the texCoords passed in from the vertex shader.
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varying vec2 v_texCoord;
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uniform float amount;
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void main() {
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vec4 textureColor = clamp(texture2D(u_image, v_texCoord), 0.0, 1.0);
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mediump vec2 quad1;
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float blueColor = textureColor.b * 63.0;
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quad1.y = floor(floor(blueColor) / 8.0);
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quad1.x = floor(blueColor) - (quad1.y * 8.0);
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mediump vec2 quad2;
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quad2.y = floor(ceil(blueColor) / 8.0);
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quad2.x = ceil(blueColor) - (quad2.y * 8.0);
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highp vec2 texPos1;
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texPos1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);
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texPos1.y = (quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g);
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highp vec2 texPos2;
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texPos2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);
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texPos2.y = (quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g);
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lowp vec4 newColor1 = texture2D(u_map, texPos1);
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lowp vec4 newColor2 = texture2D(u_map, texPos2);
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lowp vec4 newColor = mix(newColor1, newColor2, fract(blueColor));
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// gl_FragColor = mix(color, mappedColor, amount);
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gl_FragColor = mix(textureColor, newColor, amount);
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}
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`
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}
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get amount() {
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return this.in.amount.value;
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}
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async _setParams(gl: WebGLRenderingContext, program: WebGLProgram) {
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gl.uniform1f(gl.getUniformLocation(program, "amount"), this.amount);
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}
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}
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54
src/nodes/WebGL/GradientMap.ts
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54
src/nodes/WebGL/GradientMap.ts
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@@ -0,0 +1,54 @@
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import WebGL from './WebGl';
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import {
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NumberVar,
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ImageVar,
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} from '../io/AbstractIOSet';
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const inputs = {
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amount: {
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type: 'Number',
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default: 1,
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} as NumberVar,
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map: {
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type: 'Image',
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} as ImageVar,
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};
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export default class GradientMap extends WebGL<typeof inputs> {
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constructor() {
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super('GradientMap', inputs)
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}
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get frag() {
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return `
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precision mediump float;
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// our texture
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uniform sampler2D u_image;
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uniform sampler2D u_map;
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// the texCoords passed in from the vertex shader.
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varying vec2 v_texCoord;
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uniform float amount;
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void main() {
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vec4 color = texture2D(u_image, v_texCoord);
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float luminance = (0.2126*color.r + 0.7152*color.g + 0.0722*color.b);
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vec4 mappedColor = texture2D(u_map, vec2(luminance, 0.0));
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gl_FragColor = mix(color, mappedColor, amount);
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}
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`
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}
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get amount() {
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return this.in.amount.value;
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}
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async _setParams(gl: WebGLRenderingContext, program: WebGLProgram) {
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gl.uniform1f(gl.getUniformLocation(program, "amount"), this.amount);
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}
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}
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@@ -10,7 +10,7 @@ const inputs = {
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} as NumberVar,
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} as NumberVar,
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}
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}
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export default class Sepia extends WebGL<typeof inputs> {
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export default class Tint extends WebGL<typeof inputs> {
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constructor() {
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constructor() {
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super('Tint', inputs)
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super('Tint', inputs)
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57
src/nodes/WebGL/Vignette.ts
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57
src/nodes/WebGL/Vignette.ts
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@@ -0,0 +1,57 @@
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import WebGL from './WebGl';
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import {
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NumberVar
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} from '../io/AbstractIOSet';
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const inputs = {
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amount: {
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type: 'Number',
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default: 0.5,
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} as NumberVar,
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size: {
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type: 'Number',
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default: 0.5,
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} as NumberVar,
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}
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export default class Vignette extends WebGL<typeof inputs> {
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constructor() {
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super('Vignette', inputs)
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}
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get frag() {
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return `
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precision mediump float;
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// our texture
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uniform sampler2D u_image;
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// the texCoords passed in from the vertex shader.
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varying vec2 v_texCoord;
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uniform float amount;
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uniform float size;
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void main() {
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vec4 color = texture2D(u_image, v_texCoord);
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float dist = distance(v_texCoord, vec2(0.5, 0.5));\
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color.rgb *= smoothstep(0.8, size * 0.799, dist * (amount + size));
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gl_FragColor = color;\
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}
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`
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}
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get amount() {
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return this.in.amount.value;
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}
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/**
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*
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* @param {WebGLRenderingContext} gl
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* @param {*} program
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*/
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_setParams(gl, program) {
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gl.uniform1f(gl.getUniformLocation(program, "amount"), this.amount);
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}
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}
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@@ -149,6 +149,30 @@ export default class WebGL<I extends Variables> extends Node<I & (typeof inputs)
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return texture;
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return texture;
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}
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}
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async createTextures(gl: WebGLRenderingContext, program: WebGLProgram) {
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let i = 0;
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type Texture = {
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i: number,
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tex: WebGLTexture,
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name: string,
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location: WebGLUniformLocation,
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};
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const textures:Texture[] = [];
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for (let inputName of Object.keys(this.in.variables)) {
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if (this.in[inputName].type === 'Image' && this.in[inputName].value) {
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textures.push({
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i,
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tex: this.createTexture(gl),
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name: inputName,
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location: gl.getUniformLocation(program, `u_${inputName}`),
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})
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i+=1;
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, await createImageBitmap(<PoolCanvas<any>>this.in[inputName].value));
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}
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}
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return textures;
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}
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_createFrameBuffer(gl: WebGLRenderingContext, {width, height}) {
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_createFrameBuffer(gl: WebGLRenderingContext, {width, height}) {
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const texture = this.createTexture(gl);
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const texture = this.createTexture(gl);
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@@ -175,8 +199,7 @@ export default class WebGL<I extends Variables> extends Node<I & (typeof inputs)
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]
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]
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}
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}
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_setParams(gl, program) {
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_setParams(gl: WebGLRenderingContext, program: WebGLProgram) {
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}
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}
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setup() {
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setup() {
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@@ -219,8 +242,6 @@ export default class WebGL<I extends Variables> extends Node<I & (typeof inputs)
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];
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];
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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this.createTexture(gl);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.clearColor(0, 0, 0, 0);
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.clear(gl.COLOR_BUFFER_BIT);
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@@ -231,10 +252,7 @@ export default class WebGL<I extends Variables> extends Node<I & (typeof inputs)
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const resolutionLocation = gl.getUniformLocation(program, "u_resolution");
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const resolutionLocation = gl.getUniformLocation(program, "u_resolution");
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const flipLocation = gl.getUniformLocation(program, "u_flip_y");
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const flipLocation = gl.getUniformLocation(program, "u_flip_y");
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if (this.image) {
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const textures = await this.createTextures(gl, program);
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// Upload the image into the texture.
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, await createImageBitmap(<PoolCanvas<any>>this.image));
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}
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const texcoordBuffer = gl.createBuffer();
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const texcoordBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
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@@ -289,15 +307,25 @@ export default class WebGL<I extends Variables> extends Node<I & (typeof inputs)
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gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer.frameBuffer);
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gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer.frameBuffer);
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}
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}
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passes[iter](gl, program);
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passes[iter](gl, program);
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// set the resolution
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// set the resolution
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gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);
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gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);
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gl.uniform2f(gl.getUniformLocation(program, "u_textureSize"), width, height);
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gl.uniform2f(gl.getUniformLocation(program, "u_textureSize"), width, height);
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for (let {i, tex, location, name} of textures) {
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// console.log('bind', i, name, this.in[name].value, location, [gl.TEXTURE0, gl.TEXTURE1, gl.TEXTURE2, gl.TEXTURE3][i]);
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if (this.in[name].value) {
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gl.uniform1i(location, i + 2);
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gl.activeTexture([gl.TEXTURE2, gl.TEXTURE3][i]);
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gl.bindTexture(gl.TEXTURE_2D, tex);
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}
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}
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// Draw the rectangle.
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// Draw the rectangle.
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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// gl.bindTexture(gl.TEXTURE_2D, frameBuffer.texture);
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gl.bindTexture(gl.TEXTURE_2D, frameBuffer.texture);
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}
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}
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const resultCanvas = canvasPool2D.createCanvas();
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const resultCanvas = canvasPool2D.createCanvas();
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5
src/nodes/WebGL/assets/index.ts
Normal file
5
src/nodes/WebGL/assets/index.ts
Normal file
@@ -0,0 +1,5 @@
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export const lookup = (() => {
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const img = new Image();
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||||||
|
img.src = 'data:image/png;base64,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';
|
||||||
|
return img;
|
||||||
|
})()
|
||||||
BIN
src/nodes/WebGL/assets/lookup.png
Normal file
BIN
src/nodes/WebGL/assets/lookup.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.0 KiB |
@@ -13,6 +13,9 @@ export {default as HSV} from './WebGL/HSV';
|
|||||||
export {default as Sepia} from './WebGL/Sepia';
|
export {default as Sepia} from './WebGL/Sepia';
|
||||||
export {default as GreenScreen} from './WebGL/Greenscreen';
|
export {default as GreenScreen} from './WebGL/Greenscreen';
|
||||||
export {default as Channels} from './WebGL/Channels';
|
export {default as Channels} from './WebGL/Channels';
|
||||||
|
export {default as GradientMap} from './WebGL/GradientMap';
|
||||||
|
export {default as ColorLookupTable} from './WebGL/ColorLookupTable';
|
||||||
|
export {default as Vignette} from './WebGL/Vignette';
|
||||||
// export {default as Blur} from './WebGL/Blur';
|
// export {default as Blur} from './WebGL/Blur';
|
||||||
// Math
|
// Math
|
||||||
export {default as Numbers} from './Math/Numbers';
|
export {default as Numbers} from './Math/Numbers';
|
||||||
|
|||||||
Reference in New Issue
Block a user