refactor(default): glsl cleaning (1/2)
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@@ -6,7 +6,7 @@ vec2 project_4p(vec2 uv, vec2 p1, vec2 p2, vec2 p3, vec2 p4) {
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float k2 = (p3.y - p1.y) / (p2.y - p3.y);
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float a = (p4.x - p3.x + k1 * p3.x - k1 * p2.x) / (p1.x - p3.x - k2 * p3.x + k2 * p2.x);
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float b = k1 + a * k2;
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float c = 1 - a - b;
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float c = 1. - a - b;
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// https://math.stackexchange.com/questions/296794/finding-the-transform-matrix-from-4-projected-points-with-javascript/339033#339033
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mat3 projection_a = mat3(
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a * p1.x, a * p1.y, a,
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@@ -15,16 +15,16 @@ vec2 project_4p(vec2 uv, vec2 p1, vec2 p2, vec2 p3, vec2 p4) {
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);
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mat3 projection_a_prime = inverse(projection_a);
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mat3 projection_b = mat3(
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0, 0, -1,
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1, 0, 1,
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0, 1, 1
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0., 0., -1.,
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1., 0., 1.,
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0., 1., 1.
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);
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vec3 tmp = projection_b * projection_a_prime * vec3(uv, 1);
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vec3 tmp = projection_b * projection_a_prime * vec3(uv, 1.);
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return tmp.xy / tmp.z;
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}
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float base_mask(vec2 uv) {
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return step(0, uv.x) * step(-1, -uv.x) * step(0, uv.y) * step(-1, -uv.y);
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return step(0., uv.x) * step(-1., -uv.x) * step(0., uv.y) * step(-1., -uv.y);
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}
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#endif
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