129c904967
* refactor to src folder * add working voronoi js file with types * some spring cleaning * update voronoi-core.d.ts to include inner class exports * make voronoi go really fast * do the voronoi dance * better handle outliers in voronoi * make renderer use multiple layers * resize voronoi with resize + squash all in one buffer * actually wait for shader factories to be created + cleanup * show more info with FPS Counter * POWER UP
43 lines
1,022 B
GLSL
43 lines
1,022 B
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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attribute vec2 a_pos;
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attribute vec2 a_center;
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attribute float a_own;
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attribute float a_intensity;
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uniform vec3 u_planet_colours[$PLANETS * 2];
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uniform vec4 u_viewbox; // [x, y, width, height]
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uniform vec2 u_resolution;
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uniform float u_time;
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varying float v_intensity;
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varying float v_dist;
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varying vec2 v_pos;
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varying vec3 v_color;
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void main() {
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v_intensity = a_intensity;
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v_dist = distance(a_pos * u_resolution , a_center * u_resolution);
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int own = int(a_own);
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vec2 uv = a_pos;
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// Viewbox's center is top left, a_position's is in the center to the screen
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// So translate and scale the viewbox**
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uv -= u_viewbox.xy + (u_viewbox.zw * 0.5);
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uv /= u_viewbox.zw * 0.5;
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v_pos = uv.xy;
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// v_pos = (uv.xy + 1.0) * 0.5;
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if (own < 0) {
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v_color = vec3(0., 0., 0.);
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} else {
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v_color = mix(u_planet_colours[own * 2], u_planet_colours[own * 2 + 1], u_time);
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}
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gl_Position = vec4(uv.xy, 0.0, 1.0);
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}
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