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// saveImage.js
const dataURLtoBlob = (dataurl) => {
var arr = dataurl.split(','), mime = arr[0].match(/:(.*?);/)[1],
bstr = atob(arr[1]), n = bstr.length, u8arr = new Uint8Array(n);
while(n--){
u8arr[n] = bstr.charCodeAt(n);
}
return new Blob([u8arr], {type:mime});
}
// fov in Radians, camera position in [x, y, z]
const fovHeight = Math.tan(camera.fov / 2) * camera.position[2]
const fovWidth = fovHeight * camera.aspectRatio
@yiwenl
yiwenl / GLSL_Random
Created March 5, 2015 10:00
GLSL random function
// From glfx.js : https://github.com/evanw/glfx.js
float random(vec3 scale, float seed) {
/* use the fragment position for a different seed per-pixel */
return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);
}
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
vec3 align(vec3 pos, vec3 dir) {
vec3 initDir = vec3(1.0, 0.0, 0.0);
vec3 axis = cross(dir, initDir);
float angle = acos(dot(dir, initDir));
return rotate(pos, axis, angle);
}
@yiwenl
yiwenl / map.glsl
Last active October 15, 2019 14:07
Mapping function
float map(float value, float start, float end, float newStart, float newEnd) {
float percent = (value - start) / (end - start);
if (percent < 0.0) {
percent = 0.0;
}
if (percent > 1.0) {
percent = 1.0;
}
float newValue = newStart + (newEnd - newStart) * percent;
return newValue;
// compression.js
const defaultPrecision = 10;
const encode = (a, b, mPrecision=defaultPrecision) => {
const precision = mPrecision;
const base = Math.floor(Math.sqrt(Math.pow(93, precision)));
let lat = a, lng = b;
let lng935 = Math.floor( ( parseFloat(lng) +180)*base/360 );
let lat935 = Math.floor( ( parseFloat(lat) +90)*base/180 );
const dropArea = window;
const preventDefaults = (e)=> {
e.preventDefault()
e.stopPropagation();
}
;['dragenter', 'dragover', 'dragleave', 'drop'].forEach(eventName => {
dropArea.addEventListener(eventName, preventDefaults, false);
})
#extension GL_EXT_shader_texture_lod : enable
uniform samplerCube uRadianceMap;
uniform samplerCube uIrradianceMap;
#define saturate(x) clamp(x, 0.0, 1.0)
#define PI 3.1415926535897932384626433832795
const float A = 0.15;
vec4 when_eq(vec4 x, vec4 y) {
return 1.0 - abs(sign(x - y));
}
vec4 when_neq(vec4 x, vec4 y) {
return abs(sign(x - y));
}
vec4 when_gt(vec4 x, vec4 y) {
return max(sign(x - y), 0.0);
R G B
Silver 0.971519 0.959915 0.915324
Aluminium 0.913183 0.921494 0.924524
Gold 1 0.765557 0.336057
Copper 0.955008 0.637427 0.538163
Chromium 0.549585 0.556114 0.554256
Nickel 0.659777 0.608679 0.525649
Titanium 0.541931 0.496791 0.449419
Cobalt 0.662124 0.654864 0.633732
Platinum 0.672411 0.637331 0.585456