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lib.js
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library = `
#define PI 3.14159265359
#define TWO_PI 6.28318530718
#define PI 3.14159265359
#define TWO_PI 6.28318530718
#define tx2d texture2D
#define uv2d vec2 uv=vec2(vTexCoord.x,(1.0-vTexCoord.y))
/**┌—————————————————————————————————┐
│ │
│ Floats │
│ │
└—————————————————————————————————┘*/
/* Float to Zero Centered */
float f2z ( float f ) {
return f*2.0-1.0; }
/* Zero Centered to Float */
float z2f ( float z ) {
return z*0.5+0.5; }
/* Float Constrain */
float f2f ( float f ) {
return clamp(f,0.0,1.0); }
/* Zero Centered Constrain */
float z2z ( float z ) {
return clamp(z,-1.0,1.0); }
/* Float to Random */
float f2rand( float f ) {
f = floor(sin(f)*9462.7)*0.0136;
f = floor(cos(f)*7294.6)*0.0178;
return fract(f); }
/* Float to Noise */
float f2noise(float f){
f = f*10.0;
float fl = floor(f);
return mix(f2rand(fl), f2rand(fl + 1.0), fract(f)); }
/* Float to Slit */
float f2slit ( float f, float lvl, float len, float smt ) {
return smoothstep(lvl-len*0.5-smt,lvl-len*0.5 ,f) -
smoothstep(lvl+len*0.5 ,lvl+len*0.5+smt,f); }
/* Float to Map */
float f2map( float value, float min1, float max1, float min2, float max2 ) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1); }
/* Float to S-Curve */
float f2scrv( float f, float amt, float shft ) {
return f - sin(f*TWO_PI+shft*PI)*0.3*amt; }
/* Float to Image */
vec4 f2img (float f) {
return vec4(f,f,f,1.0); }
/**┌—————————————————————————————————┐
│ │
│ Grid │
│ │
└—————————————————————————————————┘*/
/* Grid to Float Random */
float uv2frand( vec2 uv ) {
return f2rand(dot(uv,vec2((uv.x+f2rand(uv.y)),(uv.y*f2rand(uv.x))))); }
/* Expand Grid */
vec2 uv2exp ( vec2 uv, float mz, float mx, float my ) {
return vec2( uv.x*(1.0-mz)+mz*0.5+mx , uv.y*(1.0-mz)+mz*0.5+my ); }
/* Displace Straight */
vec2 uv2dspxy( vec2 uv, float dx, float dy ) {
return vec2(uv.x + dx, uv.y + dy ); }
/* Displace Angular */
vec2 uv2dspmd( vec2 uv, float m, float d ) {
return vec2(uv.x + m * cos(d*TWO_PI), uv.y + m * sin(d*TWO_PI) * H2W ); }
/* Posterization (Pixelate) */
float f2p( float f , float s ) {
return f-mod(f,s); }
vec2 uv2p( vec2 uv, float s ) {
return vec2(uv.x-mod(uv.x,s),uv.y-mod(uv.y,s*H2W)); }
vec2 uv2p( vec2 uv, float sx, float sy ) {
return vec2(uv.x-mod(uv.x,sx),uv.y-mod(uv.y,sy)); }
vec3 rgb2p( vec3 rgb, float s ) {
return rgb-mod(rgb,vec3(s)); }
vec3 rgb2p( vec3 rgb, vec3 s ) {
return rgb-mod(rgb,s); }
/* Cartesian to Polar */
vec2 xy2md( vec2 xy ) {
return vec2(
sqrt( pow(xy.x,2.0) + pow(xy.y,2.0) ) ,
atan(xy.y,xy.x) ); }
/* Polar to Cartesian */
vec2 md2xy( vec2 md ) {
return vec2(
md.x * cos(md.y) ,
md.x * sin(md.y) ); }
/* Barrel Distortion */
vec2 uv2brl( vec2 uv, float pwr ) {
uv.y = uv.y * (HEIGHT/WIDTH);
uv = md2xy(xy2md(uv - 0.5) + vec2(pwr-0.5,0.0)) + 0.5;
uv.y = uv.y * (WIDTH/HEIGHT);
return uv; }
/* Glass Brick Distortion */
vec2 uv2gbr( vec2 uv, float s, float pwr ) {
return mix(uv,uv-sin((mod(uv,s)/s-0.5)*TWO_PI),pwr*s*0.15); }
/* Rotation */
vec2 uv2rot( vec2 uv, float ang ) {
uv -= 0.5; uv.y /= H2W;
uv *= mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
uv.y *= H2W; uv += 0.5;
return uv; }
/* Transform */
vec2 uv2tr( vec2 uv, vec2 anchor, float angle, float resize ) {
uv.y /= H2W;
anchor.y /= H2W;
uv -= anchor;
uv *= mat2(cos(angle) , -sin(angle) ,
sin(angle) , cos(angle) );
uv /= resize;
uv += anchor;
uv.y *= H2W;
return uv; }
/* Skew */
vec2 uv2skew( vec2 uv, vec2 skew ) {
return uv *= mat2(
1.0 , tan(skew.x) ,
tan(skew.y), 1.0 ); }
/* Wave Distortion */
vec2 uv2wav( vec2 uv, float pwr, float time, float seed ) {
vec2 amp = vec2(0.0); float frq = 1.0;
pwr *= 0.25; time *= 10.0;
for (float i = 1.0; i<4.0; i+=1.0) {
frq *= i+f2rand(i*seed);
amp.x += cos( uv.y * frq + time * f2rand(frq) );
amp.y += sin( uv.x * frq + time * f2rand(frq+seed) );
uv += vec2(amp.x,amp.y*H2W)*pwr;
} return uv; }
/* Watercolor Distortion */
// Based on the code by Victor Li http://viclw17.github.io/2018/06/12/GLSL-Practice-With-Shadertoy/
vec2 uv2wtr( vec2 uv, float kx, float ky, float t) {
kx = kx*2.0+0.01;
vec2 t1 = vec2(kx,ky);
vec2 t2 = uv;
for(int i=1; i<10; i++) {
t2.x+=0.3/float(i)*sin(float(i)*3.0*t2.y+t*kx)+t1.x;
t2.y+=0.3/float(i)*cos(float(i)*3.0*t2.x+t*kx)+t1.y; }
vec3 tc1;
tc1.r=cos (t2.x+t2.y+1.0)*0.5+0.5;
tc1.b=(sin(t2.x+t2.y)+cos(t2.x+t2.y))*0.5+0.5;
uv = uv +(tc1.rb*vec2(2.0)-vec2(1.0))*ky;
return uv; }
/**┌—————————————————————————————————┐
│ │
│ Canvas │
│ │
└—————————————————————————————————┘*/
/* Absolute Canvas */
vec2 cnv2abs ( vec2 uv ) {
return 1.0-abs(mod(uv,2.0)-1.0); }
/* Modulo Canvas */
vec2 cnv2mod ( vec2 uv ) {
return mod(uv,1.0); }
/**┌—————————————————————————————————┐
│ │
│ Figures │
│ │
└—————————————————————————————————┘*/
/* Centered Rectangle */
float fg2rect ( vec2 uv, vec2 pos, vec2 d, float s ) {
d *= 0.5; s = (d.x+d.y)*0.5*s; pos.y /= H2W; uv.y /= H2W; d.y /= H2W;
return (smoothstep(pos.x-d.x-s,pos.x-d.x+s,uv.x) - smoothstep(pos.x+d.x-s,pos.x+d.x+s,uv.x))
* (smoothstep(pos.y-d.y-s,pos.y-d.y+s,uv.y) - smoothstep(pos.y+d.y-s,pos.y+d.y+s,uv.y)); }
/* Centered Square */
float fg2rect ( vec2 uv, vec2 pos, float d, float s ) {
d *= 0.5; s = d*s; uv.y /= H2W; pos.y /= H2W;
return (smoothstep(pos.x-d-s,pos.x-d+s,uv.x) - smoothstep(pos.x+d-s,pos.x+d+s,uv.x))
* (smoothstep(pos.y-d-s,pos.y-d+s,uv.y) - smoothstep(pos.y+d-s,pos.y+d+s,uv.y)); }
/* Centered Circle */
float fg2circ ( vec2 uv, vec2 pos, float d, float s) {
d *= 0.5; d *= 1.0+s*0.5; d += 0.0001; s += 0.0001;
return clamp((1.0-distance(uv/vec2(1.0,H2W),vec2(pos.x,pos.y/H2W))*(1.0/d))*(1.0/s),0.0,1.0); }
/* Random Dashes */
float fg2dash ( vec2 uv, float seed, float pwr, float d, float s) {
float r1 = f2rand(seed + 0.1); float r2 = f2rand(seed + 0.2);
float r3 = f2rand(seed + 0.3); float r4 = f2rand(seed + 0.4);
float r5 = f2rand(seed + 0.5);
vec2 uvw = uv2wtr(uv, r1, r2*pwr*5.0+pwr, r3);
return fg2circ (cnv2abs(uvw),vec2(r4, r5), d, s); }
/* Random Drops */
float fg2drop ( vec2 uv, float seed, float pwr, float d, float s) {
float r1 = f2rand(seed + 0.1); float r2 = f2rand(seed + 0.2);
float r3 = f2rand(seed + 0.3); float r4 = f2rand(seed + 0.4);
float r5 = f2rand(seed + 0.5);
vec2 uvw = uv2wav(uv, r1*pwr*2.0+pwr, r2, r3);
return fg2circ (cnv2abs(uvw),vec2(r4, r5), d, s); }
/**┌—————————————————————————————————┐
│ │
│ Color │
│ │
└—————————————————————————————————┘*/
/* RGB to HSB Conversion */
vec3 rgb2hsb( vec3 c ) {
// Color conversion function from Sam Hocevar:
// lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
vec4 K = vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z+(q.w-q.y)/(6.0*d+e)), d/(q.x+e), q.x); }
/* HSB to RGB Conversion */
vec3 hsb2rgb ( vec3 c ) {
// Color conversion function from Sam Hocevar:
// lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
vec4 K = vec4(1.0,2.0/3.0,1.0/3.0,3.0);
vec3 p = abs(fract(c.xxx+K.xyz)*6.0-K.www);
return c.z*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),c.y); }
/* Color Negative */
vec3 rgb2neg ( vec3 c ) {
return vec3(1.0)-c; }
/* Color Constrain */
vec3 rgb2rgb ( vec3 c ) {
return clamp(c,vec3(0.0),vec3(1.0)); }
/* Color Replacement */
vec3 rgb2rpl( vec3 img, vec3 c0, vec3 c1 ) {
return mix(img.rgb,c1,1.0-distance(img.rgb,c0)); }
/* Color Swap */
vec3 rgb2swp( vec3 img, vec3 c0, vec3 c1 ) {
return mix(mix(img.rgb,c1,1.0-distance(img.rgb,c0)), c0, 1.0-distance(img.rgb,c1)); }
/* Color Selection */
vec3 rgb2sel( vec3 img, vec3 sel, vec3 bg ) {
return mix(img.rgb,bg,distance(img.rgb,sel)); }
/* Hue Tune & Replace */
vec3 rgb2ht( vec3 img, float t) {
img.rgb = rgb2hsb(img.rgb);
img.r = img.r+t;
return hsb2rgb(img.rgb); }
vec3 rgb2hr( vec3 img, float t) {
img.rgb = rgb2hsb(img.rgb);
img.r = t;
return hsb2rgb(img.rgb); }
/* Saturation Tune & Replace */
vec3 rgb2st( vec3 img, float t) {
img.rgb = rgb2hsb(img.rgb);
img.g = img.g+t;
return hsb2rgb(img.rgb); }
vec3 rgb2sr( vec3 img, float t) {
img.rgb = rgb2hsb(img.rgb);
img.g = t;
return hsb2rgb(img.rgb); }
/* Lightness Tune & Replace */
vec3 rgb2lt( vec3 img, float t) {
img.rgb = rgb2hsb(img.rgb);
img.b = img.b+t;
return hsb2rgb(img.rgb); }
vec3 rgb2lr( vec3 img, float t) {
img.rgb = rgb2hsb(img.rgb);
img.b = t;
return hsb2rgb(img.rgb); }
/**┌—————————————————————————————————┐
│ │
│ Image │
│ │
└—————————————————————————————————┘*/
/* Image to Grayscale */
float img2avg ( vec4 img ) {
return dot(img.rgb, vec3(0.33333)); }
float img2avg ( vec3 img ) {
return dot(img.rgb, vec3(0.33333)); }
/* Image to BW Conversion */
float img2bw ( vec4 img ) {
return dot(img.rgb, vec3(0.2126,0.7152,0.0722)); }
float img2bw ( vec3 img ) {
return dot(img.rgb, vec3(0.2126,0.7152,0.0722)); }
/**┌—————————————————————————————————┐
│ │
│ Alpha │
│ │
└—————————————————————————————————┘*/
/* Show Alpha Channel */
vec4 a2rgb ( vec4 img ) {
return vec4(img.a,img.a,img.a,1.0); }
/* Fit Alpha to Canvas */
float a2cnv ( vec2 uv ) {
return step(uv.x,1.0)*step(uv.y,1.0)*step(0.0,uv.x)*step(0.0,uv.y); }
/**┌—————————————————————————————————┐
│ │
│ Blending │
│ │
└—————————————————————————————————┘*/
/* Threshold Lighten */
vec4 mix2trl (vec4 a, vec4 b, float tr) {
vec4 m = (smoothstep(tr-0.02,tr+0.02,img2avg(b)) > 0.5) ? b : a;
return mix(a,m,1.0); }
/* Threshold Darken */
vec4 mix2trd (vec4 a, vec4 b, float tr) {
vec4 m = (smoothstep(tr-0.02,tr+0.02,img2avg(b)) < 0.5) ? b : a;
return mix(a,m,1.0); }
/* Screen */
vec4 mix2scr (vec4 a, vec4 b, float tr) {
vec4 m = 1.0-(1.0-a)*(1.0-b);
return mix(a,m,tr); }
/* Overlay */
vec4 mix2ovr (vec4 a, vec4 b, float tr) {
vec4 m = (img2avg(b) <= 0.5) ? (2.0*a*b) : (1.0-2.0*(1.0-a)*(1.0-b));
return mix(a,m,tr); }
/* Soft Light */
vec4 mix2sfl (vec4 a, vec4 b, float tr) {
vec4 m = (img2avg(a) <= 0.5) ? ((2.0*a-1.0)*(b-b*b)+b) : ((2.0*a-1.0)*(sqrt(b)-b)+b);
return mix(a,m,tr); }
/* Difference */
vec4 mix2dfr (vec4 a, vec4 b, float tr) {
vec4 m = abs(a-b); m.a = 1.0;
return mix(a,m,tr); }
/**┌—————————————————————————————————┐
│ │
│ Effects │
│ │
└—————————————————————————————————┘*/
/* "Mrrror" Effect */
// Based on https://github.com/hayabuzo/Graphic-Filters/tree/main/06.%20Mrrror
vec2 uv2mrr( vec2 uv, vec3 rgb, float m, float d) {
rgb = ( rgb - mod(rgb,0.10) ) * ( 1.0/(1.0-0.10) );
float angle = mod(rgb.b,0.1)*(10.0) * TWO_PI - PI;
uv.y = uv.y * (HEIGHT/WIDTH);
vec2 shift = rgb.rg * vec2(m);
vec2 t2 = xy2md(uv - shift);
uv = md2xy(vec2(t2.x,t2.y + angle*d*PI) + shift);
uv.y = uv.y * (WIDTH/HEIGHT);
return uv; }
/**┌—————————————————————————————————┐
│ │
│ Disaurde Functions │
│ │
└—————————————————————————————————┘*/
float EXR ( float val, float pwr, float amp ) {
return fract ( val * pow( 10.0, pwr ) ) * amp; }
float EXL ( float val, float pwr, float amp ) {
return floor ( fract ( val * pow( 10.0, pwr ) ) * (amp + 0.99) ); }
float f2saw( float f ) {
return abs(mod(abs(f), 2.0)-1.0); }
// Distortion function from Q_Layer: shadertoy.com/view/lslGRN
vec2 uv2bar(vec2 p, float pwr, float sqz) {
p.x = p.x-0.5; p.y = p.y-0.5; p.y = p.y*(HEIGHT/WIDTH);
float theta = atan(p.y*fract(sqz), p.x*floor(sqz)*0.01);
float radius = length(p);
radius = pow(radius, pow((0.5+fract(pwr)),2.0) );
p.x = radius * cos(theta)* floor(pwr)*0.02;
p.y = radius * sin(theta)* floor(pwr)*0.02;
p.y = p.y/(HEIGHT/WIDTH);
return 1.0 * (p + 0.5); }
vec4 img2blend(vec4 a, vec4 b, float mode, float mixval, float tune) {
vec4 m;
// Normal
if (mode == 0.0) { m = mix(a, b, mixval); }
// Threshold Lighten
if (mode == 1.0) { float bvg = dot(b.rgb, vec3(0.33333)); m = mix(a, step(0.5,bvg) > 0.5 ? b : a , mixval); }
// Zebra
if (mode == 2.0) { float cvg = dot(a.rgb+b.rgb, vec3(0.33333)); m = mix(a, cvg < 1.0 ? 1.0-a-b : a+b-1.0, mixval); }
// Substract
if (mode == 3.0) m = mix( mix(a, a+b-1.0, mixval), mix(a, abs(1.0-a+b), mixval), tune);
// Screen
if (mode == 4.0) m = mix(a, pow(1.0-(1.0-a)*(1.0-b),vec4(4.0)), mixval);
// Difference
if (mode == 5.0) m = mix(a, abs(b-a), 50.0);
// Divide
if (mode == 6.0) m = mix( mix(a, a/b, mixval), mix(a, a/(b/a), mixval), tune);
return m; }
float f2next(float n) {
return fract(pow(n,abs(sin(n)))); }
vec2 uv2rand2( vec2 st ){
st = vec2( dot(st,vec2(127.1,311.7)), dot(st,vec2(269.5,183.3)));
return -1.0 + 2.0*fract(sin(st)*43758.5453123); }
float uv2noise( vec2 st ) {
vec2 i = floor(st); // Gradient Noise by Inigo Quilez - iq/2013
vec2 f = fract(st); // https://www.shadertoy.com/view/XdXGW8
vec2 u = f*f*f*(f*(f*6.-15.)+10.);
return mix( mix( dot( uv2rand2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ),
dot( uv2rand2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x),
mix( dot( uv2rand2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ),
dot( uv2rand2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y); }
float uv2noise2( vec2 uv ) {
mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 );
float f = 0.5000*uv2noise(uv); uv = m*uv;
f += 0.2500*uv2noise(uv); uv = m*uv;
f += 0.1250*uv2noise(uv); uv = m*uv;
f += 0.0625*uv2noise(uv); uv = m*uv;
f = 0.5 + 0.5*f;
return f;
}
`;