refactor(default): glsl cleaning (1/2)

This commit is contained in:
2026-08-28 19:46:46 +02:00
parent 69f98e536f
commit 749206746d
11 changed files with 323 additions and 380 deletions
+6 -6
View File
@@ -6,7 +6,7 @@ vec2 project_4p(vec2 uv, vec2 p1, vec2 p2, vec2 p3, vec2 p4) {
float k2 = (p3.y - p1.y) / (p2.y - p3.y);
float a = (p4.x - p3.x + k1 * p3.x - k1 * p2.x) / (p1.x - p3.x - k2 * p3.x + k2 * p2.x);
float b = k1 + a * k2;
float c = 1 - a - b;
float c = 1. - a - b;
// https://math.stackexchange.com/questions/296794/finding-the-transform-matrix-from-4-projected-points-with-javascript/339033#339033
mat3 projection_a = mat3(
a * p1.x, a * p1.y, a,
@@ -15,16 +15,16 @@ vec2 project_4p(vec2 uv, vec2 p1, vec2 p2, vec2 p3, vec2 p4) {
);
mat3 projection_a_prime = inverse(projection_a);
mat3 projection_b = mat3(
0, 0, -1,
1, 0, 1,
0, 1, 1
0., 0., -1.,
1., 0., 1.,
0., 1., 1.
);
vec3 tmp = projection_b * projection_a_prime * vec3(uv, 1);
vec3 tmp = projection_b * projection_a_prime * vec3(uv, 1.);
return tmp.xy / tmp.z;
}
float base_mask(vec2 uv) {
return step(0, uv.x) * step(-1, -uv.x) * step(0, uv.y) * step(-1, -uv.y);
return step(0., uv.x) * step(-1., -uv.x) * step(0., uv.y) * step(-1., -uv.y);
}
#endif