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Common GLSL math constants (with 11 decimals) available both as ES modules strings and as GLSL files for use with glslify.

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dmnsgn/glsl-constants

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glsl-constants

npm version stability-stable npm minzipped size dependencies types Conventional Commits styled with prettier linted with eslint license

Common GLSL math constants (with 11 decimals) available both as ES modules strings and as GLSL files for use with glslify.

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Installation

npm install glsl-constants

Usage

ESM

import * as glslConstants from "glsl-constants";
import * as glslRotate from "glsl-rotate";

const shader = /* glsl */ `
${glslConstants.GAMMA}
${glslConstants.RECIPROCAL_GAMMA}
${glslConstants.TAU}
${glslConstants.PI}
${glslConstants.HALF_PI}
${glslConstants.QUARTER_PI}
${glslConstants.RECIPROCAL_PI}
${glslConstants.RECIPROCAL_TAU}
${glslConstants.TO_RADIANS}
${glslConstants.TO_DEGREES}

// ...

vec3 toGamma(vec3 v) {
  return pow(v, vec3(RECIPROCAL_GAMMA));
}

${glslRotate.rotate}

void main() {
  vec2 p2d = vec2(1.0, 0.0);
  p2d = rotate(p2d, TAU);
  p2d = rotate(p2d, PI);
  p2d = rotate(p2d, HALF_PI);
  p2d = rotate(p2d, QUARTER_PI);
  p2d = rotate(p2d, PHI);
  p2d = rotate(p2d, RECIPROCAL_PI);
  p2d = rotate(p2d, RECIPROCAL_TAU);
  p2d = rotate(p2d, 90.0 * TO_RADIANS);

  // ...
  gl_FragColor.rgb = toGamma(color.rgb);
}
`;

glslify

#pragma glslify: GAMMA = require(glsl-constants/GAMMA)
#pragma glslify: TAU = require(glsl-constants/TAU)
#pragma glslify: PI = require(glsl-constants/PI)
#pragma glslify: HALF_PI = require(glsl-constants/HALF_PI)
#pragma glslify: QUARTER_PI = require(glsl-constants/QUARTER_PI)
#pragma glslify: PHI = require(glsl-constants/PHI)
#pragma glslify: RECIPROCAL_PI = require(glsl-constants/RECIPROCAL_PI)
#pragma glslify: RECIPROCAL_TAU = require(glsl-constants/RECIPROCAL_TAU)
#pragma glslify: TO_RADIANS = require(glsl-constants/TO_RADIANS)
#pragma glslify: TO_DEGREES = require(glsl-constants/TO_DEGREES)

// ...

vec3 toGamma(vec3 v) {
  return pow(v, vec3(RECIPROCAL_GAMMA));
}

#pragma glslify: rotate = require(glsl-rotate)

void main() {
  vec2 p2d = vec2(1.0, 0.0);
  p2d = rotate(p2d, TAU);
  p2d = rotate(p2d, PI);
  p2d = rotate(p2d, HALF_PI);
  p2d = rotate(p2d, QUARTER_PI);
  p2d = rotate(p2d, PHI);
  p2d = rotate(p2d, RECIPROCAL_PI);
  p2d = rotate(p2d, RECIPROCAL_TAU);
  p2d = rotate(p2d, 90.0 * TO_RADIANS);

  // ...
  gl_FragColor.rgb = toGamma(color.rgb);
}

License

MIT. See license file.