import { PI } from '../consts/MathConsts.js'; import CodeNode from '../core/CodeNode.js'; import FunctionNode from '../core/FunctionNode.js'; // variadic macros export const saturateMacro = new CodeNode( '#define saturate(a) clamp( a, 0.0, 1.0 )' ); export const whiteComplementMacro = new CodeNode( '#define whiteComplement(a) ( 1.0 - saturate( a ) )' ); export const transformDirection = new FunctionNode( ` vec3 transformDirection( in vec3 dir, in mat4 matrix ) { return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); }` ); export const inverseTransformDirection = new FunctionNode( ` vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) { // dir can be either a direction vector or a normal vector // upper-left 3x3 of matrix is assumed to be orthogonal return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz ); }` ); export const pow2 = new FunctionNode( 'float pow2( const in float x ) { return x*x; }' ); export const pow3 = new FunctionNode( 'float pow3( const in float x ) { return x*x*x; }' ); export const pow4 = new FunctionNode( 'float pow4( const in float x ) { float x2 = x*x; return x2*x2; }' ); export const average = new FunctionNode( 'float average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }' ); export const max3 = new FunctionNode( 'float max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }' ); // expects values in the range of [0,1]x[0,1], returns values in the [0,1] range. // do not collapse into a single function per: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ export const rand = new FunctionNode( ` highp float rand( const in vec2 uv ) { const highp float a = 12.9898, b = 78.233, c = 43758.5453; highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, 3.141592653589793 ); return fract(sin(sn) * c); }` ).setIncludes( [ PI ] ); export const precisionSafeLength = new FunctionNode( 'float precisionSafeLength( vec3 v ) { return length( v ); }' );