mirror of
https://github.com/graphql-python/graphene.git
synced 2024-11-26 19:43:56 +03:00
796 lines
39 KiB
JavaScript
796 lines
39 KiB
JavaScript
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/*
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* glfx.js
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* http://evanw.github.com/glfx.js/
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*
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* Copyright 2011 Evan Wallace
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* Released under the MIT license
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*/
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module.exports = function() {
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function q(a, d, c) {
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return Math.max(a, Math.min(d, c))
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}
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function w(b) {
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return {
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_: b,
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loadContentsOf: function(b) {
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a = this._.gl;
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this._.loadContentsOf(b)
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},
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destroy: function() {
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a = this._.gl;
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this._.destroy()
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}
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}
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}
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function A(a) {
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return w(r.fromElement(a))
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}
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function B(b, d) {
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var c = a.UNSIGNED_BYTE;
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if (a.getExtension("OES_texture_float") && a.getExtension("OES_texture_float_linear")) {
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var e = new r(100, 100, a.RGBA, a.FLOAT);
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try {
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e.drawTo(function() {
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c = a.FLOAT
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})
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} catch (g) {}
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e.destroy()
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}
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this._.texture && this._.texture.destroy();
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this._.spareTexture && this._.spareTexture.destroy();
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this.width = b;
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this.height = d;
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this._.texture = new r(b, d, a.RGBA, c);
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this._.spareTexture = new r(b, d, a.RGBA, c);
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this._.extraTexture = this._.extraTexture || new r(0, 0, a.RGBA, c);
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this._.flippedShader = this._.flippedShader || new h(null, "uniform sampler2D texture;varying vec2 texCoord;void main(){gl_FragColor=texture2D(texture,vec2(texCoord.x,1.0-texCoord.y));}");
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this._.isInitialized = !0
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}
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function C(a, d, c) {
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this._.isInitialized &&
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a._.width == this.width && a._.height == this.height || B.call(this, d ? d : a._.width, c ? c : a._.height);
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a._.use();
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this._.texture.drawTo(function() {
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h.getDefaultShader().drawRect()
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});
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return this
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}
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function D() {
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this._.texture.use();
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this._.flippedShader.drawRect();
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return this
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}
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function f(a, d, c, e) {
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(c || this._.texture).use();
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this._.spareTexture.drawTo(function() {
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a.uniforms(d).drawRect()
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});
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this._.spareTexture.swapWith(e || this._.texture)
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}
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function E(a) {
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a.parentNode.insertBefore(this, a);
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a.parentNode.removeChild(a);
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return this
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}
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function F() {
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var b = new r(this._.texture.width, this._.texture.height, a.RGBA, a.UNSIGNED_BYTE);
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this._.texture.use();
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b.drawTo(function() {
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h.getDefaultShader().drawRect()
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});
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return w(b)
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}
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function G() {
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var b = this._.texture.width,
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d = this._.texture.height,
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c = new Uint8Array(4 * b * d);
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this._.texture.drawTo(function() {
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a.readPixels(0, 0, b, d, a.RGBA, a.UNSIGNED_BYTE, c)
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});
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return c
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}
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function k(b) {
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return function() {
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a = this._.gl;
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return b.apply(this, arguments)
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}
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}
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function x(a, d, c, e, g, l, n, p) {
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var m = c - g,
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h = e - l,
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f = n - g,
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k = p - l;
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g = a - c + g - n;
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l =
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d - e + l - p;
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var q = m * k - f * h,
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f = (g * k - f * l) / q,
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m = (m * l - g * h) / q;
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return [c - a + f * c, e - d + f * e, f, n - a + m * n, p - d + m * p, m, a, d, 1]
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}
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function y(a) {
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var d = a[0],
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c = a[1],
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e = a[2],
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g = a[3],
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l = a[4],
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n = a[5],
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p = a[6],
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m = a[7];
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a = a[8];
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var f = d * l * a - d * n * m - c * g * a + c * n * p + e * g * m - e * l * p;
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return [(l * a - n * m) / f, (e * m - c * a) / f, (c * n - e * l) / f, (n * p - g * a) / f, (d * a - e * p) / f, (e * g - d * n) / f, (g * m - l * p) / f, (c * p - d * m) / f, (d * l - c * g) / f]
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}
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function z(a) {
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var d = a.length;
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this.xa = [];
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this.ya = [];
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this.u = [];
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this.y2 = [];
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a.sort(function(a, b) {
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return a[0] - b[0]
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});
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for (var c = 0; c < d; c++) this.xa.push(a[c][0]), this.ya.push(a[c][1]);
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this.u[0] = 0;
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this.y2[0] = 0;
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for (c = 1; c < d - 1; ++c) {
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a = this.xa[c + 1] - this.xa[c - 1];
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var e = (this.xa[c] - this.xa[c - 1]) / a,
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g = e * this.y2[c - 1] + 2;
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this.y2[c] = (e - 1) / g;
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this.u[c] = (6 * ((this.ya[c + 1] - this.ya[c]) / (this.xa[c + 1] - this.xa[c]) - (this.ya[c] - this.ya[c - 1]) / (this.xa[c] - this.xa[c - 1])) / a - e * this.u[c - 1]) / g
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}
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this.y2[d - 1] = 0;
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for (c = d - 2; 0 <= c; --c) this.y2[c] = this.y2[c] * this.y2[c + 1] + this.u[c]
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}
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function u(a, d) {
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return new h(null, a + "uniform sampler2D texture;uniform vec2 texSize;varying vec2 texCoord;void main(){vec2 coord=texCoord*texSize;" +
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d + "gl_FragColor=texture2D(texture,coord/texSize);vec2 clampedCoord=clamp(coord,vec2(0.0),texSize);if(coord!=clampedCoord){gl_FragColor.a*=max(0.0,1.0-length(coord-clampedCoord));}}")
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}
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function H(b, d) {
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a.brightnessContrast = a.brightnessContrast || new h(null, "uniform sampler2D texture;uniform float brightness;uniform float contrast;varying vec2 texCoord;void main(){vec4 color=texture2D(texture,texCoord);color.rgb+=brightness;if(contrast>0.0){color.rgb=(color.rgb-0.5)/(1.0-contrast)+0.5;}else{color.rgb=(color.rgb-0.5)*(1.0+contrast)+0.5;}gl_FragColor=color;}");
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f.call(this, a.brightnessContrast, {
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brightness: q(-1, b, 1),
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contrast: q(-1, d, 1)
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});
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return this
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}
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function t(a) {
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a = new z(a);
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for (var d = [], c = 0; 256 > c; c++) d.push(q(0, Math.floor(256 * a.interpolate(c / 255)), 255));
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return d
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}
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function I(b, d, c) {
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b = t(b);
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1 == arguments.length ? d = c = b : (d = t(d), c = t(c));
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for (var e = [], g = 0; 256 > g; g++) e.splice(e.length, 0, b[g], d[g], c[g], 255);
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this._.extraTexture.initFromBytes(256, 1, e);
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this._.extraTexture.use(1);
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a.curves = a.curves || new h(null, "uniform sampler2D texture;uniform sampler2D map;varying vec2 texCoord;void main(){vec4 color=texture2D(texture,texCoord);color.r=texture2D(map,vec2(color.r)).r;color.g=texture2D(map,vec2(color.g)).g;color.b=texture2D(map,vec2(color.b)).b;gl_FragColor=color;}");
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a.curves.textures({
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map: 1
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});
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f.call(this, a.curves, {});
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return this
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}
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function J(b) {
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a.denoise = a.denoise || new h(null, "uniform sampler2D texture;uniform float exponent;uniform float strength;uniform vec2 texSize;varying vec2 texCoord;void main(){vec4 center=texture2D(texture,texCoord);vec4 color=vec4(0.0);float total=0.0;for(float x=-4.0;x<=4.0;x+=1.0){for(float y=-4.0;y<=4.0;y+=1.0){vec4 sample=texture2D(texture,texCoord+vec2(x,y)/texSize);float weight=1.0-abs(dot(sample.rgb-center.rgb,vec3(0.25)));weight=pow(weight,exponent);color+=sample*weight;total+=weight;}}gl_FragColor=color/total;}");
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for (var d = 0; 2 > d; d++) f.call(this, a.denoise, {
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exponent: Math.max(0, b),
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texSize: [this.width, this.height]
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});
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return this
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}
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function K(b, d) {
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a.hueSaturation = a.hueSaturation || new h(null, "uniform sampler2D texture;uniform float hue;uniform float saturation;varying vec2 texCoord;void main(){vec4 color=texture2D(texture,texCoord);float angle=hue*3.14159265;float s=sin(angle),c=cos(angle);vec3 weights=(vec3(2.0*c,-sqrt(3.0)*s-c,sqrt(3.0)*s-c)+1.0)/3.0;float len=length(color.rgb);color.rgb=vec3(dot(color.rgb,weights.xyz),dot(color.rgb,weights.zxy),dot(color.rgb,weights.yzx));float average=(color.r+color.g+color.b)/3.0;if(saturation>0.0){color.rgb+=(average-color.rgb)*(1.0-1.0/(1.001-saturation));}else{color.rgb+=(average-color.rgb)*(-saturation);}gl_FragColor=color;}");
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f.call(this, a.hueSaturation, {
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hue: q(-1, b, 1),
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saturation: q(-1, d, 1)
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});
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return this
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}
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function L(b) {
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a.noise = a.noise || new h(null, "uniform sampler2D texture;uniform float amount;varying vec2 texCoord;float rand(vec2 co){return fract(sin(dot(co.xy,vec2(12.9898,78.233)))*43758.5453);}void main(){vec4 color=texture2D(texture,texCoord);float diff=(rand(texCoord)-0.5)*amount;color.r+=diff;color.g+=diff;color.b+=diff;gl_FragColor=color;}");
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f.call(this, a.noise, {
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amount: q(0, b, 1)
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});
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return this
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}
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function M(b) {
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a.sepia = a.sepia || new h(null, "uniform sampler2D texture;uniform float amount;varying vec2 texCoord;void main(){vec4 color=texture2D(texture,texCoord);float r=color.r;float g=color.g;float b=color.b;color.r=min(1.0,(r*(1.0-(0.607*amount)))+(g*(0.769*amount))+(b*(0.189*amount)));color.g=min(1.0,(r*0.349*amount)+(g*(1.0-(0.314*amount)))+(b*0.168*amount));color.b=min(1.0,(r*0.272*amount)+(g*0.534*amount)+(b*(1.0-(0.869*amount))));gl_FragColor=color;}");
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f.call(this, a.sepia, {
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amount: q(0, b, 1)
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});
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return this
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}
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function N(b, d) {
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a.unsharpMask = a.unsharpMask || new h(null, "uniform sampler2D blurredTexture;uniform sampler2D originalTexture;uniform float strength;uniform float threshold;varying vec2 texCoord;void main(){vec4 blurred=texture2D(blurredTexture,texCoord);vec4 original=texture2D(originalTexture,texCoord);gl_FragColor=mix(blurred,original,1.0+strength);}");
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this._.extraTexture.ensureFormat(this._.texture);
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this._.texture.use();
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this._.extraTexture.drawTo(function() {
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h.getDefaultShader().drawRect()
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});
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this._.extraTexture.use(1);
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this.triangleBlur(b);
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a.unsharpMask.textures({
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originalTexture: 1
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});
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f.call(this, a.unsharpMask, {
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strength: d
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});
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this._.extraTexture.unuse(1);
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return this
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}
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function O(b) {
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a.vibrance = a.vibrance || new h(null, "uniform sampler2D texture;uniform float amount;varying vec2 texCoord;void main(){vec4 color=texture2D(texture,texCoord);float average=(color.r+color.g+color.b)/3.0;float mx=max(color.r,max(color.g,color.b));float amt=(mx-average)*(-amount*3.0);color.rgb=mix(color.rgb,vec3(mx),amt);gl_FragColor=color;}");
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f.call(this, a.vibrance, {
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amount: q(-1, b, 1)
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});
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return this
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}
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function P(b, d) {
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a.vignette = a.vignette || new h(null, "uniform sampler2D texture;uniform float size;uniform float amount;varying vec2 texCoord;void main(){vec4 color=texture2D(texture,texCoord);float dist=distance(texCoord,vec2(0.5,0.5));color.rgb*=smoothstep(0.8,size*0.799,dist*(amount+size));gl_FragColor=color;}");
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f.call(this, a.vignette, {
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size: q(0, b, 1),
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amount: q(0, d, 1)
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});
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return this
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}
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function Q(b, d, c) {
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a.lensBlurPrePass = a.lensBlurPrePass || new h(null, "uniform sampler2D texture;uniform float power;varying vec2 texCoord;void main(){vec4 color=texture2D(texture,texCoord);color=pow(color,vec4(power));gl_FragColor=vec4(color);}");
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var e = "uniform sampler2D texture0;uniform sampler2D texture1;uniform vec2 delta0;uniform vec2 delta1;uniform float power;varying vec2 texCoord;" +
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s + "vec4 sample(vec2 delta){float offset=random(vec3(delta,151.7182),0.0);vec4 color=vec4(0.0);float total=0.0;for(float t=0.0;t<=30.0;t++){float percent=(t+offset)/30.0;color+=texture2D(texture0,texCoord+delta*percent);total+=1.0;}return color/total;}";
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a.lensBlur0 = a.lensBlur0 || new h(null, e + "void main(){gl_FragColor=sample(delta0);}");
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a.lensBlur1 = a.lensBlur1 || new h(null, e + "void main(){gl_FragColor=(sample(delta0)+sample(delta1))*0.5;}");
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a.lensBlur2 = a.lensBlur2 || (new h(null, e + "void main(){vec4 color=(sample(delta0)+2.0*texture2D(texture1,texCoord))/3.0;gl_FragColor=pow(color,vec4(power));}")).textures({
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texture1: 1
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});
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for (var e = [], g = 0; 3 > g; g++) {
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var l = c + 2 * g * Math.PI / 3;
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e.push([b * Math.sin(l) / this.width, b * Math.cos(l) / this.height])
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}
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b = Math.pow(10, q(-1, d, 1));
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f.call(this, a.lensBlurPrePass, {
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power: b
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});
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this._.extraTexture.ensureFormat(this._.texture);
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f.call(this, a.lensBlur0, {
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delta0: e[0]
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}, this._.texture, this._.extraTexture);
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f.call(this, a.lensBlur1, {
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delta0: e[1],
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delta1: e[2]
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}, this._.extraTexture, this._.extraTexture);
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f.call(this, a.lensBlur0, {
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delta0: e[1]
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});
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this._.extraTexture.use(1);
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f.call(this, a.lensBlur2, {
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power: 1 / b,
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delta0: e[2]
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});
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return this
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}
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function R(b, d, c, e, g, l) {
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a.tiltShift = a.tiltShift || new h(null, "uniform sampler2D texture;uniform float blurRadius;uniform float gradientRadius;uniform vec2 start;uniform vec2 end;uniform vec2 delta;uniform vec2 texSize;varying vec2 texCoord;" + s + "void main(){vec4 color=vec4(0.0);float total=0.0;float offset=random(vec3(12.9898,78.233,151.7182),0.0);vec2 normal=normalize(vec2(start.y-end.y,end.x-start.x));float radius=smoothstep(0.0,1.0,abs(dot(texCoord*texSize-start,normal))/gradientRadius)*blurRadius;for(float t=-30.0;t<=30.0;t++){float percent=(t+offset-0.5)/30.0;float weight=1.0-abs(percent);vec4 sample=texture2D(texture,texCoord+delta/texSize*percent*radius);sample.rgb*=sample.a;color+=sample*weight;total+=weight;}gl_FragColor=color/total;gl_FragColor.rgb/=gl_FragColor.a+0.00001;}");
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var n = c - b,
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p = e - d,
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m = Math.sqrt(n * n + p * p);
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f.call(this, a.tiltShift, {
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blurRadius: g,
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gradientRadius: l,
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start: [b, d],
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end: [c, e],
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delta: [n / m, p / m],
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texSize: [this.width, this.height]
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});
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f.call(this, a.tiltShift, {
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blurRadius: g,
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gradientRadius: l,
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start: [b, d],
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||
|
end: [c, e],
|
||
|
delta: [-p / m, n / m],
|
||
|
texSize: [this.width, this.height]
|
||
|
});
|
||
|
return this
|
||
|
}
|
||
|
|
||
|
function S(b) {
|
||
|
a.triangleBlur = a.triangleBlur || new h(null, "uniform sampler2D texture;uniform vec2 delta;varying vec2 texCoord;" + s + "void main(){vec4 color=vec4(0.0);float total=0.0;float offset=random(vec3(12.9898,78.233,151.7182),0.0);for(float t=-30.0;t<=30.0;t++){float percent=(t+offset-0.5)/30.0;float weight=1.0-abs(percent);vec4 sample=texture2D(texture,texCoord+delta*percent);sample.rgb*=sample.a;color+=sample*weight;total+=weight;}gl_FragColor=color/total;gl_FragColor.rgb/=gl_FragColor.a+0.00001;}");
|
||
|
f.call(this, a.triangleBlur, {
|
||
|
delta: [b / this.width, 0]
|
||
|
});
|
||
|
f.call(this, a.triangleBlur, {
|
||
|
delta: [0, b / this.height]
|
||
|
});
|
||
|
return this
|
||
|
}
|
||
|
|
||
|
function T(b, d, c) {
|
||
|
a.zoomBlur = a.zoomBlur || new h(null, "uniform sampler2D texture;uniform vec2 center;uniform float strength;uniform vec2 texSize;varying vec2 texCoord;" + s + "void main(){vec4 color=vec4(0.0);float total=0.0;vec2 toCenter=center-texCoord*texSize;float offset=random(vec3(12.9898,78.233,151.7182),0.0);for(float t=0.0;t<=40.0;t++){float percent=(t+offset)/40.0;float weight=4.0*(percent-percent*percent);vec4 sample=texture2D(texture,texCoord+toCenter*percent*strength/texSize);sample.rgb*=sample.a;color+=sample*weight;total+=weight;}gl_FragColor=color/total;gl_FragColor.rgb/=gl_FragColor.a+0.00001;}");
|
||
|
f.call(this, a.zoomBlur, {
|
||
|
center: [b, d],
|
||
|
strength: c,
|
||
|
texSize: [this.width, this.height]
|
||
|
});
|
||
|
return this
|
||
|
}
|
||
|
|
||
|
function U(b, d, c, e) {
|
||
|
a.colorHalftone = a.colorHalftone || new h(null, "uniform sampler2D texture;uniform vec2 center;uniform float angle;uniform float scale;uniform vec2 texSize;varying vec2 texCoord;float pattern(float angle){float s=sin(angle),c=cos(angle);vec2 tex=texCoord*texSize-center;vec2 point=vec2(c*tex.x-s*tex.y,s*tex.x+c*tex.y)*scale;return(sin(point.x)*sin(point.y))*4.0;}void main(){vec4 color=texture2D(texture,texCoord);vec3 cmy=1.0-color.rgb;float k=min(cmy.x,min(cmy.y,cmy.z));cmy=(cmy-k)/(1.0-k);cmy=clamp(cmy*10.0-3.0+vec3(pattern(angle+0.26179),pattern(angle+1.30899),pattern(angle)),0.0,1.0);k=clamp(k*10.0-5.0+pattern(angle+0.78539),0.0,1.0);gl_FragColor=vec4(1.0-cmy-k,color.a);}");
|
||
|
f.call(this, a.colorHalftone, {
|
||
|
center: [b, d],
|
||
|
angle: c,
|
||
|
scale: Math.PI / e,
|
||
|
texSize: [this.width, this.height]
|
||
|
});
|
||
|
return this
|
||
|
}
|
||
|
|
||
|
function V(b, d, c, e) {
|
||
|
a.dotScreen = a.dotScreen || new h(null, "uniform sampler2D texture;uniform vec2 center;uniform float angle;uniform float scale;uniform vec2 texSize;varying vec2 texCoord;float pattern(){float s=sin(angle),c=cos(angle);vec2 tex=texCoord*texSize-center;vec2 point=vec2(c*tex.x-s*tex.y,s*tex.x+c*tex.y)*scale;return(sin(point.x)*sin(point.y))*4.0;}void main(){vec4 color=texture2D(texture,texCoord);float average=(color.r+color.g+color.b)/3.0;gl_FragColor=vec4(vec3(average*10.0-5.0+pattern()),color.a);}");
|
||
|
f.call(this, a.dotScreen, {
|
||
|
center: [b, d],
|
||
|
angle: c,
|
||
|
scale: Math.PI / e,
|
||
|
texSize: [this.width, this.height]
|
||
|
});
|
||
|
return this
|
||
|
}
|
||
|
|
||
|
function W(b) {
|
||
|
a.edgeWork1 = a.edgeWork1 || new h(null, "uniform sampler2D texture;uniform vec2 delta;varying vec2 texCoord;" + s + "void main(){vec2 color=vec2(0.0);vec2 total=vec2(0.0);float offset=random(vec3(12.9898,78.233,151.7182),0.0);for(float t=-30.0;t<=30.0;t++){float percent=(t+offset-0.5)/30.0;float weight=1.0-abs(percent);vec3 sample=texture2D(texture,texCoord+delta*percent).rgb;float average=(sample.r+sample.g+sample.b)/3.0;color.x+=average*weight;total.x+=weight;if(abs(t)<15.0){weight=weight*2.0-1.0;color.y+=average*weight;total.y+=weight;}}gl_FragColor=vec4(color/total,0.0,1.0);}");
|
||
|
a.edgeWork2 = a.edgeWork2 || new h(null, "uniform sampler2D texture;uniform vec2 delta;varying vec2 texCoord;" + s + "void main(){vec2 color=vec2(0.0);vec2 total=vec2(0.0);float offset=random(vec3(12.9898,78.233,151.7182),0.0);for(float t=-30.0;t<=30.0;t++){float percent=(t+offset-0.5)/30.0;float weight=1.0-abs(percent);vec2 sample=texture2D(texture,texCoord+delta*percent).xy;color.x+=sample.x*weight;total.x+=weight;if(abs(t)<15.0){weight=weight*2.0-1.0;color.y+=sample.y*weight;total.y+=weight;}}float c=clamp(10000.0*(color.y/total.y-color.x/total.x)+0.5,0.0,1.0);gl_FragColor=vec4(c,c,c,1.0);}");
|
||
|
f.call(this, a.edgeWork1, {
|
||
|
delta: [b / this.width, 0]
|
||
|
});
|
||
|
f.call(this, a.edgeWork2, {
|
||
|
delta: [0, b / this.height]
|
||
|
});
|
||
|
return this
|
||
|
}
|
||
|
|
||
|
function X(b, d, c) {
|
||
|
a.hexagonalPixelate = a.hexagonalPixelate || new h(null, "uniform sampler2D texture;uniform vec2 center;uniform float scale;uniform vec2 texSize;varying vec2 texCoord;void main(){vec2 tex=(texCoord*texSize-center)/scale;tex.y/=0.866025404;tex.x-=tex.y*0.5;vec2 a;if(tex.x+tex.y-floor(tex.x)-floor(tex.y)<1.0)a=vec2(floor(tex.x),floor(tex.y));else a=vec2(ceil(tex.x),ceil(tex.y));vec2 b=vec2(ceil(tex.x),floor(tex.y));vec2 c=vec2(floor(tex.x),ceil(tex.y));vec3 TEX=vec3(tex.x,tex.y,1.0-tex.x-tex.y);vec3 A=vec3(a.x,a.y,1.0-a.x-a.y);vec3 B=vec3(b.x,b.y,1.0-b.x-b.y);vec3 C=vec3(c.x,c.y,1.0-c.x-c.y);float alen=length(TEX-A);float blen=length(TEX-B);float clen=length(TEX-C);vec2 choice;if(alen<blen){if(alen<clen)choice=a;else choice=c;}else{if(blen<clen)choice=b;else choice=c;}choice.x+=choice.y*0.5;choice.y*=0.866025404;choice*=scale/texSize;gl_FragColor=texture2D(texture,choice+center/texSize);}");
|
||
|
f.call(this, a.hexagonalPixelate, {
|
||
|
center: [b, d],
|
||
|
scale: c,
|
||
|
texSize: [this.width, this.height]
|
||
|
});
|
||
|
return this
|
||
|
}
|
||
|
|
||
|
function Y(b) {
|
||
|
a.ink = a.ink || new h(null, "uniform sampler2D texture;uniform float strength;uniform vec2 texSize;varying vec2 texCoord;void main(){vec2 dx=vec2(1.0/texSize.x,0.0);vec2 dy=vec2(0.0,1.0/texSize.y);vec4 color=texture2D(texture,texCoord);float bigTotal=0.0;float smallTotal=0.0;vec3 bigAverage=vec3(0.0);vec3 smallAverage=vec3(0.0);for(float x=-2.0;x<=2.0;x+=1.0){for(float y=-2.0;y<=2.0;y+=1.0){vec3 sample=texture2D(texture,texCoord+dx*x+dy*y).rgb;bigAverage+=sample;bigTotal+=1.0;if(abs(x)+abs(y)<2.0){smallAverage+=sample;smallTotal+=1.0;}}}vec3 edge=max(vec3(0.0),bigAverage/bigTotal-smallAverage/smallTotal);gl_FragColor=vec4(color.rgb-dot(edge,edge)*strength*100000.0,color.a);}");
|
||
|
f.call(this, a.ink, {
|
||
|
strength: b * b * b * b * b,
|
||
|
texSize: [this.width, this.height]
|
||
|
});
|
||
|
return this
|
||
|
}
|
||
|
|
||
|
function Z(b, d, c, e) {
|
||
|
a.bulgePinch = a.bulgePinch || u("uniform float radius;uniform float strength;uniform vec2 center;", "coord-=center;float distance=length(coord);if(distance<radius){float percent=distance/radius;if(strength>0.0){coord*=mix(1.0,smoothstep(0.0,radius/distance,percent),strength*0.75);}else{coord*=mix(1.0,pow(percent,1.0+strength*0.75)*radius/distance,1.0-percent);}}coord+=center;");
|
||
|
f.call(this, a.bulgePinch, {
|
||
|
radius: c,
|
||
|
strength: q(-1, e, 1),
|
||
|
center: [b, d],
|
||
|
texSize: [this.width, this.height]
|
||
|
});
|
||
|
return this
|
||
|
}
|
||
|
|
||
|
function $(b, d, c) {
|
||
|
a.matrixWarp = a.matrixWarp || u("uniform mat3 matrix;uniform bool useTextureSpace;", "if(useTextureSpace)coord=coord/texSize*2.0-1.0;vec3 warp=matrix*vec3(coord,1.0);coord=warp.xy/warp.z;if(useTextureSpace)coord=(coord*0.5+0.5)*texSize;");
|
||
|
b = Array.prototype.concat.apply([], b);
|
||
|
if (4 == b.length) b = [b[0], b[1], 0, b[2], b[3], 0, 0, 0, 1];
|
||
|
else if (9 != b.length) throw "can only warp with 2x2 or 3x3 matrix";
|
||
|
f.call(this, a.matrixWarp, {
|
||
|
matrix: d ? y(b) : b,
|
||
|
texSize: [this.width, this.height],
|
||
|
useTextureSpace: c | 0
|
||
|
});
|
||
|
return this
|
||
|
}
|
||
|
|
||
|
function aa(a, d) {
|
||
|
var c = x.apply(null, d),
|
||
|
e = x.apply(null, a),
|
||
|
c = y(c);
|
||
|
return this.matrixWarp([c[0] * e[0] + c[1] * e[3] + c[2] * e[6], c[0] * e[1] + c[1] * e[4] + c[2] * e[7], c[0] * e[2] + c[1] * e[5] + c[2] * e[8], c[3] * e[0] + c[4] * e[3] + c[5] * e[6], c[3] * e[1] + c[4] * e[4] + c[5] * e[7], c[3] * e[2] + c[4] * e[5] + c[5] * e[8], c[6] * e[0] + c[7] * e[3] + c[8] * e[6],
|
||
|
c[6] * e[1] + c[7] * e[4] + c[8] * e[7], c[6] * e[2] + c[7] * e[5] + c[8] * e[8]
|
||
|
])
|
||
|
}
|
||
|
|
||
|
function ba(b, d, c, e) {
|
||
|
a.swirl = a.swirl || u("uniform float radius;uniform float angle;uniform vec2 center;", "coord-=center;float distance=length(coord);if(distance<radius){float percent=(radius-distance)/radius;float theta=percent*percent*angle;float s=sin(theta);float c=cos(theta);coord=vec2(coord.x*c-coord.y*s,coord.x*s+coord.y*c);}coord+=center;");
|
||
|
f.call(this, a.swirl, {
|
||
|
radius: c,
|
||
|
center: [b, d],
|
||
|
angle: e,
|
||
|
texSize: [this.width, this.height]
|
||
|
});
|
||
|
return this
|
||
|
}
|
||
|
var v = {};
|
||
|
(function() {
|
||
|
function a(b) {
|
||
|
if (!b.getExtension("OES_texture_float")) return !1;
|
||
|
var c = b.createFramebuffer(),
|
||
|
e = b.createTexture();
|
||
|
b.bindTexture(b.TEXTURE_2D, e);
|
||
|
b.texParameteri(b.TEXTURE_2D, b.TEXTURE_MAG_FILTER, b.NEAREST);
|
||
|
b.texParameteri(b.TEXTURE_2D, b.TEXTURE_MIN_FILTER, b.NEAREST);
|
||
|
b.texParameteri(b.TEXTURE_2D, b.TEXTURE_WRAP_S, b.CLAMP_TO_EDGE);
|
||
|
b.texParameteri(b.TEXTURE_2D, b.TEXTURE_WRAP_T, b.CLAMP_TO_EDGE);
|
||
|
b.texImage2D(b.TEXTURE_2D, 0, b.RGBA, 1, 1, 0, b.RGBA, b.UNSIGNED_BYTE, null);
|
||
|
b.bindFramebuffer(b.FRAMEBUFFER, c);
|
||
|
b.framebufferTexture2D(b.FRAMEBUFFER, b.COLOR_ATTACHMENT0, b.TEXTURE_2D, e, 0);
|
||
|
c = b.createTexture();
|
||
|
b.bindTexture(b.TEXTURE_2D, c);
|
||
|
b.texParameteri(b.TEXTURE_2D, b.TEXTURE_MAG_FILTER, b.LINEAR);
|
||
|
b.texParameteri(b.TEXTURE_2D, b.TEXTURE_MIN_FILTER, b.LINEAR);
|
||
|
b.texParameteri(b.TEXTURE_2D, b.TEXTURE_WRAP_S, b.CLAMP_TO_EDGE);
|
||
|
b.texParameteri(b.TEXTURE_2D, b.TEXTURE_WRAP_T, b.CLAMP_TO_EDGE);
|
||
|
b.texImage2D(b.TEXTURE_2D,
|
||
|
0, b.RGBA, 2, 2, 0, b.RGBA, b.FLOAT, new Float32Array([2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]));
|
||
|
var e = b.createProgram(),
|
||
|
d = b.createShader(b.VERTEX_SHADER),
|
||
|
g = b.createShader(b.FRAGMENT_SHADER);
|
||
|
b.shaderSource(d, "attribute vec2 vertex;void main(){gl_Position=vec4(vertex,0.0,1.0);}");
|
||
|
b.shaderSource(g, "uniform sampler2D texture;void main(){gl_FragColor=texture2D(texture,vec2(0.5));}");
|
||
|
b.compileShader(d);
|
||
|
b.compileShader(g);
|
||
|
b.attachShader(e, d);
|
||
|
b.attachShader(e,
|
||
|
g);
|
||
|
b.linkProgram(e);
|
||
|
d = b.createBuffer();
|
||
|
b.bindBuffer(b.ARRAY_BUFFER, d);
|
||
|
b.bufferData(b.ARRAY_BUFFER, new Float32Array([0, 0]), b.STREAM_DRAW);
|
||
|
b.enableVertexAttribArray(0);
|
||
|
b.vertexAttribPointer(0, 2, b.FLOAT, !1, 0, 0);
|
||
|
d = new Uint8Array(4);
|
||
|
b.useProgram(e);
|
||
|
b.viewport(0, 0, 1, 1);
|
||
|
b.bindTexture(b.TEXTURE_2D, c);
|
||
|
b.drawArrays(b.POINTS, 0, 1);
|
||
|
b.readPixels(0, 0, 1, 1, b.RGBA, b.UNSIGNED_BYTE, d);
|
||
|
return 127 === d[0] || 128 === d[0]
|
||
|
}
|
||
|
|
||
|
function d() {}
|
||
|
|
||
|
function c(a) {
|
||
|
"OES_texture_float_linear" === a ? (void 0 === this.$OES_texture_float_linear$ && Object.defineProperty(this,
|
||
|
"$OES_texture_float_linear$", {
|
||
|
enumerable: !1,
|
||
|
configurable: !1,
|
||
|
writable: !1,
|
||
|
value: new d
|
||
|
}), a = this.$OES_texture_float_linear$) : a = n.call(this, a);
|
||
|
return a
|
||
|
}
|
||
|
|
||
|
function e() {
|
||
|
var a = f.call(this); - 1 === a.indexOf("OES_texture_float_linear") && a.push("OES_texture_float_linear");
|
||
|
return a
|
||
|
}
|
||
|
try {
|
||
|
var g = document.createElement("canvas").getContext("experimental-webgl")
|
||
|
} catch (l) {}
|
||
|
if (g && -1 === g.getSupportedExtensions().indexOf("OES_texture_float_linear") && a(g)) {
|
||
|
var n = WebGLRenderingContext.prototype.getExtension,
|
||
|
f = WebGLRenderingContext.prototype.getSupportedExtensions;
|
||
|
WebGLRenderingContext.prototype.getExtension = c;
|
||
|
WebGLRenderingContext.prototype.getSupportedExtensions = e
|
||
|
}
|
||
|
})();
|
||
|
var a;
|
||
|
v.canvas = function() {
|
||
|
var b = document.createElement("canvas");
|
||
|
try {
|
||
|
a = b.getContext("experimental-webgl", {
|
||
|
premultipliedAlpha: !1
|
||
|
})
|
||
|
} catch (d) {
|
||
|
a = null
|
||
|
}
|
||
|
if (!a) throw "This browser does not support WebGL";
|
||
|
b._ = {
|
||
|
gl: a,
|
||
|
isInitialized: !1,
|
||
|
texture: null,
|
||
|
spareTexture: null,
|
||
|
flippedShader: null
|
||
|
};
|
||
|
b.texture = k(A);
|
||
|
b.draw = k(C);
|
||
|
b.update = k(D);
|
||
|
b.replace = k(E);
|
||
|
b.contents = k(F);
|
||
|
b.getPixelArray = k(G);
|
||
|
b.brightnessContrast = k(H);
|
||
|
b.hexagonalPixelate = k(X);
|
||
|
b.hueSaturation = k(K);
|
||
|
b.colorHalftone = k(U);
|
||
|
b.triangleBlur = k(S);
|
||
|
b.unsharpMask = k(N);
|
||
|
b.perspective = k(aa);
|
||
|
b.matrixWarp = k($);
|
||
|
b.bulgePinch = k(Z);
|
||
|
b.tiltShift = k(R);
|
||
|
b.dotScreen = k(V);
|
||
|
b.edgeWork = k(W);
|
||
|
b.lensBlur = k(Q);
|
||
|
b.zoomBlur = k(T);
|
||
|
b.noise = k(L);
|
||
|
b.denoise = k(J);
|
||
|
b.curves = k(I);
|
||
|
b.swirl = k(ba);
|
||
|
b.ink = k(Y);
|
||
|
b.vignette = k(P);
|
||
|
b.vibrance = k(O);
|
||
|
b.sepia = k(M);
|
||
|
return b
|
||
|
};
|
||
|
v.splineInterpolate = t;
|
||
|
var h = function() {
|
||
|
function b(b, c) {
|
||
|
var e = a.createShader(b);
|
||
|
a.shaderSource(e, c);
|
||
|
a.compileShader(e);
|
||
|
if (!a.getShaderParameter(e,
|
||
|
a.COMPILE_STATUS)) throw "compile error: " + a.getShaderInfoLog(e);
|
||
|
return e
|
||
|
}
|
||
|
|
||
|
function d(d, l) {
|
||
|
this.texCoordAttribute = this.vertexAttribute = null;
|
||
|
this.program = a.createProgram();
|
||
|
d = d || c;
|
||
|
l = l || e;
|
||
|
l = "precision highp float;" + l;
|
||
|
a.attachShader(this.program, b(a.VERTEX_SHADER, d));
|
||
|
a.attachShader(this.program, b(a.FRAGMENT_SHADER, l));
|
||
|
a.linkProgram(this.program);
|
||
|
if (!a.getProgramParameter(this.program, a.LINK_STATUS)) throw "link error: " + a.getProgramInfoLog(this.program);
|
||
|
}
|
||
|
var c = "attribute vec2 vertex;attribute vec2 _texCoord;varying vec2 texCoord;void main(){texCoord=_texCoord;gl_Position=vec4(vertex*2.0-1.0,0.0,1.0);}",
|
||
|
e = "uniform sampler2D texture;varying vec2 texCoord;void main(){gl_FragColor=texture2D(texture,texCoord);}";
|
||
|
d.prototype.destroy = function() {
|
||
|
a.deleteProgram(this.program);
|
||
|
this.program = null
|
||
|
};
|
||
|
d.prototype.uniforms = function(b) {
|
||
|
a.useProgram(this.program);
|
||
|
for (var e in b)
|
||
|
if (b.hasOwnProperty(e)) {
|
||
|
var c = a.getUniformLocation(this.program, e);
|
||
|
if (null !== c) {
|
||
|
var d = b[e];
|
||
|
if ("[object Array]" == Object.prototype.toString.call(d)) switch (d.length) {
|
||
|
case 1:
|
||
|
a.uniform1fv(c, new Float32Array(d));
|
||
|
break;
|
||
|
case 2:
|
||
|
a.uniform2fv(c, new Float32Array(d));
|
||
|
break;
|
||
|
case 3:
|
||
|
a.uniform3fv(c, new Float32Array(d));
|
||
|
break;
|
||
|
case 4:
|
||
|
a.uniform4fv(c, new Float32Array(d));
|
||
|
break;
|
||
|
case 9:
|
||
|
a.uniformMatrix3fv(c, !1, new Float32Array(d));
|
||
|
break;
|
||
|
case 16:
|
||
|
a.uniformMatrix4fv(c, !1, new Float32Array(d));
|
||
|
break;
|
||
|
default:
|
||
|
throw "dont't know how to load uniform \"" + e + '" of length ' + d.length;
|
||
|
} else if ("[object Number]" == Object.prototype.toString.call(d)) a.uniform1f(c, d);
|
||
|
else throw 'attempted to set uniform "' + e + '" to invalid value ' + (d || "undefined").toString();
|
||
|
}
|
||
|
}
|
||
|
return this
|
||
|
};
|
||
|
d.prototype.textures = function(b) {
|
||
|
a.useProgram(this.program);
|
||
|
for (var c in b) b.hasOwnProperty(c) && a.uniform1i(a.getUniformLocation(this.program, c), b[c]);
|
||
|
return this
|
||
|
};
|
||
|
d.prototype.drawRect = function(b, c, e, d) {
|
||
|
var f = a.getParameter(a.VIEWPORT);
|
||
|
c = void 0 !== c ? (c - f[1]) / f[3] : 0;
|
||
|
b = void 0 !== b ? (b - f[0]) / f[2] : 0;
|
||
|
e = void 0 !== e ? (e - f[0]) / f[2] : 1;
|
||
|
d = void 0 !== d ? (d - f[1]) / f[3] : 1;
|
||
|
null == a.vertexBuffer && (a.vertexBuffer = a.createBuffer());
|
||
|
a.bindBuffer(a.ARRAY_BUFFER, a.vertexBuffer);
|
||
|
a.bufferData(a.ARRAY_BUFFER, new Float32Array([b,
|
||
|
c, b, d, e, c, e, d
|
||
|
]), a.STATIC_DRAW);
|
||
|
null == a.texCoordBuffer && (a.texCoordBuffer = a.createBuffer(), a.bindBuffer(a.ARRAY_BUFFER, a.texCoordBuffer), a.bufferData(a.ARRAY_BUFFER, new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]), a.STATIC_DRAW));
|
||
|
null == this.vertexAttribute && (this.vertexAttribute = a.getAttribLocation(this.program, "vertex"), a.enableVertexAttribArray(this.vertexAttribute));
|
||
|
null == this.texCoordAttribute && (this.texCoordAttribute = a.getAttribLocation(this.program, "_texCoord"), a.enableVertexAttribArray(this.texCoordAttribute));
|
||
|
a.useProgram(this.program);
|
||
|
a.bindBuffer(a.ARRAY_BUFFER, a.vertexBuffer);
|
||
|
a.vertexAttribPointer(this.vertexAttribute, 2, a.FLOAT, !1, 0, 0);
|
||
|
a.bindBuffer(a.ARRAY_BUFFER, a.texCoordBuffer);
|
||
|
a.vertexAttribPointer(this.texCoordAttribute, 2, a.FLOAT, !1, 0, 0);
|
||
|
a.drawArrays(a.TRIANGLE_STRIP, 0, 4)
|
||
|
};
|
||
|
d.getDefaultShader = function() {
|
||
|
a.defaultShader = a.defaultShader || new d;
|
||
|
return a.defaultShader
|
||
|
};
|
||
|
return d
|
||
|
}();
|
||
|
z.prototype.interpolate = function(a) {
|
||
|
for (var d = 0, c = this.ya.length - 1; 1 < c - d;) {
|
||
|
var e = c + d >> 1;
|
||
|
this.xa[e] > a ? c = e : d = e
|
||
|
}
|
||
|
var e = this.xa[c] -
|
||
|
this.xa[d],
|
||
|
g = (this.xa[c] - a) / e;
|
||
|
a = (a - this.xa[d]) / e;
|
||
|
return g * this.ya[d] + a * this.ya[c] + ((g * g * g - g) * this.y2[d] + (a * a * a - a) * this.y2[c]) * e * e / 6
|
||
|
};
|
||
|
var r = function() {
|
||
|
function b(b, c, d, f) {
|
||
|
this.gl = a;
|
||
|
this.id = a.createTexture();
|
||
|
this.width = b;
|
||
|
this.height = c;
|
||
|
this.format = d;
|
||
|
this.type = f;
|
||
|
a.bindTexture(a.TEXTURE_2D, this.id);
|
||
|
a.texParameteri(a.TEXTURE_2D, a.TEXTURE_MAG_FILTER, a.LINEAR);
|
||
|
a.texParameteri(a.TEXTURE_2D, a.TEXTURE_MIN_FILTER, a.LINEAR);
|
||
|
a.texParameteri(a.TEXTURE_2D, a.TEXTURE_WRAP_S, a.CLAMP_TO_EDGE);
|
||
|
a.texParameteri(a.TEXTURE_2D,
|
||
|
a.TEXTURE_WRAP_T, a.CLAMP_TO_EDGE);
|
||
|
b && c && a.texImage2D(a.TEXTURE_2D, 0, this.format, b, c, 0, this.format, this.type, null)
|
||
|
}
|
||
|
|
||
|
function d(a) {
|
||
|
null == c && (c = document.createElement("canvas"));
|
||
|
c.width = a.width;
|
||
|
c.height = a.height;
|
||
|
a = c.getContext("2d");
|
||
|
a.clearRect(0, 0, c.width, c.height);
|
||
|
return a
|
||
|
}
|
||
|
b.fromElement = function(c) {
|
||
|
var d = new b(0, 0, a.RGBA, a.UNSIGNED_BYTE);
|
||
|
d.loadContentsOf(c);
|
||
|
return d
|
||
|
};
|
||
|
b.prototype.loadContentsOf = function(b) {
|
||
|
this.width = b.width || b.videoWidth;
|
||
|
this.height = b.height || b.videoHeight;
|
||
|
a.bindTexture(a.TEXTURE_2D,
|
||
|
this.id);
|
||
|
a.texImage2D(a.TEXTURE_2D, 0, this.format, this.format, this.type, b)
|
||
|
};
|
||
|
b.prototype.initFromBytes = function(b, c, d) {
|
||
|
this.width = b;
|
||
|
this.height = c;
|
||
|
this.format = a.RGBA;
|
||
|
this.type = a.UNSIGNED_BYTE;
|
||
|
a.bindTexture(a.TEXTURE_2D, this.id);
|
||
|
a.texImage2D(a.TEXTURE_2D, 0, a.RGBA, b, c, 0, a.RGBA, this.type, new Uint8Array(d))
|
||
|
};
|
||
|
b.prototype.initFromCanvas = function(b, c, d) {
|
||
|
this.width = b;
|
||
|
this.height = c;
|
||
|
this.format = a.RGB;
|
||
|
this.type = a.UNSIGNED_BYTE;
|
||
|
a.bindTexture(a.TEXTURE_2D, this.id);
|
||
|
// a.texImage2D(a.TEXTURE_2D, 0, a.RGBA, b, c, 0, a.RGBA, this.type, d);
|
||
|
a.texImage2D(a.TEXTURE_2D, 0, a.RGBA, a.RGBA, a.UNSIGNED_BYTE, d);
|
||
|
};
|
||
|
b.prototype.destroy = function() {
|
||
|
a.deleteTexture(this.id);
|
||
|
this.id = null
|
||
|
};
|
||
|
b.prototype.use = function(b) {
|
||
|
a.activeTexture(a.TEXTURE0 + (b || 0));
|
||
|
a.bindTexture(a.TEXTURE_2D, this.id)
|
||
|
};
|
||
|
b.prototype.unuse = function(b) {
|
||
|
a.activeTexture(a.TEXTURE0 +
|
||
|
(b || 0));
|
||
|
a.bindTexture(a.TEXTURE_2D, null)
|
||
|
};
|
||
|
b.prototype.ensureFormat = function(b, c, d, f) {
|
||
|
if (1 == arguments.length) {
|
||
|
var h = arguments[0];
|
||
|
b = h.width;
|
||
|
c = h.height;
|
||
|
d = h.format;
|
||
|
f = h.type
|
||
|
}
|
||
|
if (b != this.width || c != this.height || d != this.format || f != this.type) this.width = b, this.height = c, this.format = d, this.type = f, a.bindTexture(a.TEXTURE_2D, this.id), a.texImage2D(a.TEXTURE_2D, 0, this.format, b, c, 0, this.format, this.type, null)
|
||
|
};
|
||
|
b.prototype.drawTo = function(b) {
|
||
|
a.framebuffer = a.framebuffer || a.createFramebuffer();
|
||
|
a.bindFramebuffer(a.FRAMEBUFFER,
|
||
|
a.framebuffer);
|
||
|
a.framebufferTexture2D(a.FRAMEBUFFER, a.COLOR_ATTACHMENT0, a.TEXTURE_2D, this.id, 0);
|
||
|
if (a.checkFramebufferStatus(a.FRAMEBUFFER) !== a.FRAMEBUFFER_COMPLETE) throw Error("incomplete framebuffer");
|
||
|
a.viewport(0, 0, this.width, this.height);
|
||
|
b();
|
||
|
a.bindFramebuffer(a.FRAMEBUFFER, null)
|
||
|
};
|
||
|
var c = null;
|
||
|
b.prototype.fillUsingCanvas = function(b) {
|
||
|
b(d(this));
|
||
|
this.format = a.RGBA;
|
||
|
this.type = a.UNSIGNED_BYTE;
|
||
|
a.bindTexture(a.TEXTURE_2D, this.id);
|
||
|
a.texImage2D(a.TEXTURE_2D, 0, a.RGBA, a.RGBA, a.UNSIGNED_BYTE, c);
|
||
|
return this
|
||
|
};
|
||
|
b.prototype.toImage = function(b) {
|
||
|
this.use();
|
||
|
h.getDefaultShader().drawRect();
|
||
|
var f = 4 * this.width * this.height,
|
||
|
k = new Uint8Array(f),
|
||
|
n = d(this),
|
||
|
p = n.createImageData(this.width, this.height);
|
||
|
a.readPixels(0, 0, this.width, this.height, a.RGBA, a.UNSIGNED_BYTE, k);
|
||
|
for (var m = 0; m < f; m++) p.data[m] = k[m];
|
||
|
n.putImageData(p, 0, 0);
|
||
|
b.src = c.toDataURL()
|
||
|
};
|
||
|
b.prototype.swapWith = function(a) {
|
||
|
var b;
|
||
|
b = a.id;
|
||
|
a.id = this.id;
|
||
|
this.id = b;
|
||
|
b = a.width;
|
||
|
a.width = this.width;
|
||
|
this.width = b;
|
||
|
b = a.height;
|
||
|
a.height = this.height;
|
||
|
this.height = b;
|
||
|
b = a.format;
|
||
|
a.format =
|
||
|
this.format;
|
||
|
this.format = b
|
||
|
};
|
||
|
return b
|
||
|
}(),
|
||
|
s = "float random(vec3 scale,float seed){return fract(sin(dot(gl_FragCoord.xyz+seed,scale))*43758.5453+seed);}";
|
||
|
return v
|
||
|
}();
|