feat(app): dots background for node interface
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@@ -11,6 +11,7 @@ uniform vec3 camPos;
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uniform vec2 zoomLimits;
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uniform vec3 backgroundColor;
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uniform vec3 lineColor;
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uniform int gridType; // 0 = grid lines, 1 = dots
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// Anti-aliased step: threshold in the same units as `value`
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float aaStep(float threshold, float value, float deriv) {
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@@ -78,35 +79,51 @@ void main(void) {
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float ux = (vUv.x - 0.5) * width + cx * cz;
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float uy = (vUv.y - 0.5) * height - cy * cz;
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// extra small grid
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float m1 = grid(ux, uy, divisions * 4.0, thickness * 4.0) * 0.9;
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float m2 = grid(ux, uy, divisions * 16.0, thickness * 16.0) * 0.5;
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float xsmall = max(m1, m2);
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float s3 = circle_grid(ux, uy, cz / 1.6, 1.0) * 0.5;
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xsmall = max(xsmall, s3);
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if(gridType == 0) {
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// extra small grid
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float m1 = grid(ux, uy, divisions * 4.0, thickness * 4.0) * 0.9;
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float m2 = grid(ux, uy, divisions * 16.0, thickness * 16.0) * 0.5;
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float xsmall = max(m1, m2);
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float s3 = circle_grid(ux, uy, cz / 1.6, 1.0) * 0.5;
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xsmall = max(xsmall, s3);
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// small grid
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float c1 = grid(ux, uy, divisions, thickness) * 0.6;
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float c2 = grid(ux, uy, divisions * 2.0, thickness * 2.0) * 0.5;
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float small = max(c1, c2);
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// small grid
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float c1 = grid(ux, uy, divisions, thickness) * 0.6;
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float c2 = grid(ux, uy, divisions * 2.0, thickness * 2.0) * 0.5;
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float small = max(c1, c2);
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float s1 = circle_grid(ux, uy, cz * 10.0, 2.0) * 0.5;
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small = max(small, s1);
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float s1 = circle_grid(ux, uy, cz * 10.0, 2.0) * 0.5;
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small = max(small, s1);
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// large grid
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float c3 = grid(ux, uy, divisions / 8.0, thickness / 8.0) * 0.5;
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float c4 = grid(ux, uy, divisions / 2.0, thickness / 4.0) * 0.4;
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float large = max(c3, c4);
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// large grid
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float c3 = grid(ux, uy, divisions / 8.0, thickness / 8.0) * 0.5;
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float c4 = grid(ux, uy, divisions / 2.0, thickness / 4.0) * 0.4;
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float large = max(c3, c4);
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float s2 = circle_grid(ux, uy, cz * 20.0, 1.0) * 0.4;
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large = max(large, s2);
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float s2 = circle_grid(ux, uy, cz * 20.0, 1.0) * 0.4;
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large = max(large, s2);
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float c = mix(large, small, min(nz * 2.0 + 0.05, 1.0));
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c = mix(c, xsmall, clamp((nz - 0.3) / 0.7, 0.0, 1.0));
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float c = mix(large, small, min(nz * 2.0 + 0.05, 1.0));
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c = mix(c, xsmall, clamp((nz - 0.3) / 0.7, 0.0, 1.0));
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vec3 color = mix(backgroundColor, lineColor, c);
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vec3 color = mix(backgroundColor, lineColor, c);
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gl_FragColor = vec4(color, 1.0);
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} else {
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float large = circle_grid(ux, uy, cz * 20.0, 1.0) * 0.4;
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float medium = circle_grid(ux, uy, cz * 10.0, 1.0) * 0.6;
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float small = circle_grid(ux, uy, cz * 2.5, 1.0) * 0.8;
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float c = mix(large, medium, min(nz * 2.0 + 0.05, 1.0));
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c = mix(c, small, clamp((nz - 0.3) / 0.7, 0.0, 1.0));
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vec3 color = mix(backgroundColor, lineColor, c);
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gl_FragColor = vec4(color, 1.0);
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}
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gl_FragColor = vec4(color, 1.0);
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}
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