feat: implement variable height for node shader
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🚀 Lint & Test & Deploy / release (pull_request) Failing after 1m3s
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🚀 Lint & Test & Deploy / release (pull_request) Failing after 1m3s
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@@ -1,56 +1,88 @@
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varying vec2 vUv;
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uniform float uWidth;
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uniform float uHeight;
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uniform float uZoom;
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uniform vec3 uColorDark;
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uniform vec3 uColorBright;
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uniform vec3 uStrokeColor;
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uniform float uStrokeWidth;
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const float uHeaderHeight = 5.0;
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uniform float uSectionHeights[16];
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uniform int uNumSections;
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float msign(in float x) { return (x < 0.0) ? -1.0 : 1.0; }
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float sdCircle(vec2 p, float r) { return length(p) - r; }
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vec4 roundedBoxSDF( in vec2 p, in vec2 b, in float r, in float s) {
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vec2 q = abs(p) - b + r;
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float l = b.x + b.y + 1.570796 * r;
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float k1 = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
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float k2 = ((q.x > 0.0) ? atan(q.y, q.x) : 1.570796);
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float k3 = 3.0 + 2.0 * msign(min(p.x, -p.y)) - msign(p.x);
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float k4 = msign(p.x * p.y);
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float k5 = r * k2 + max(-q.x, 0.0);
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float ra = s * round(k1 / s);
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float l2 = l + 1.570796 * ra;
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return vec4(k1 - ra, k3 * l2 + k4 * (b.y + ((q.y > 0.0) ? k5 + k2 * ra : q.y)), 4.0 * l2, k1);
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}
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void main(){
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float strokeWidth = mix(2.0, 0.5, uZoom);
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float borderRadius = 0.5;
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float dentRadius = 0.8;
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float y = (1.0-vUv.y) * uHeight;
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float y = (1.0 - vUv.y) * uHeight;
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float x = vUv.x * uWidth;
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vec2 size = vec2(uWidth, uHeight);
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vec2 uv = (vUv - 0.5) * 2.0;
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vec2 uvCenter = (vUv - 0.5) * 2.0;
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float u_border_radius = 0.4;
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vec4 distance = roundedBoxSDF(uv * size, size, u_border_radius*2.0, 0.0);
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vec4 boxData = roundedBoxSDF(uvCenter * size, size, borderRadius * 2.0, 0.0);
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float sceneSDF = boxData.w;
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if (distance.w > 0.0 ) {
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// outside
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gl_FragColor = vec4(0.0,0.0,0.0, 0.0);
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}else{
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if (distance.w > -uStrokeWidth || mod(y+5.0, 10.0) < uStrokeWidth/2.0) {
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// draw the outer stroke
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gl_FragColor = vec4(uStrokeColor, 1.0);
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}else if (y<5.0){
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// draw the header
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gl_FragColor = vec4(uColorBright, 1.0);
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}else{
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gl_FragColor = vec4(uColorDark, 1.0);
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}
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vec2 headerDentPos = vec2(uWidth, uHeaderHeight * 0.5);
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float headerDentDist = sdCircle(vec2(x, y) - headerDentPos, dentRadius);
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sceneSDF = max(sceneSDF, -headerDentDist*2.0);
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float currentYBoundary = uHeaderHeight;
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float previousYBoundary = uHeaderHeight;
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for (int i = 0; i < 16; i++) {
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if (i >= uNumSections) break;
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float sectionHeight = uSectionHeights[i];
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currentYBoundary += sectionHeight;
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float centerY = previousYBoundary + (sectionHeight * 0.5);
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vec2 circlePos = vec2(0.0, centerY);
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float circleDist = sdCircle(vec2(x, y) - circlePos, dentRadius);
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sceneSDF = max(sceneSDF, -circleDist*2.0);
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previousYBoundary = currentYBoundary;
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}
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if (sceneSDF > 0.05) {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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vec3 finalColor = (y < uHeaderHeight) ? uColorBright : uColorDark;
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bool isDivider = false;
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float dividerY = uHeaderHeight;
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if (abs(y - dividerY) < strokeWidth * 0.25) isDivider = true;
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for (int i = 0; i < 16; i++) {
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if (i >= uNumSections - 1) break;
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dividerY += uSectionHeights[i];
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if (abs(y - dividerY) < strokeWidth * 0.25) isDivider = true;
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}
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if (sceneSDF > -strokeWidth || isDivider) {
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gl_FragColor = vec4(uStrokeColor, 1.0);
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} else {
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gl_FragColor = vec4(finalColor, 1.0);
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}
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}
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