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// 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);
})
vec2 rotate(vec2 v, float a) {
float s = sin(a);
float c = cos(a);
mat2 m = mat2(c, s, -s, c);
return m * v;
}
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
#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;
<key>Delete Line</key>
<string>deleteToBeginningOfLine:, moveToEndOfLine:, deleteToBeginningOfLine:, deleteBackward:, moveDown:, moveToBeginningOfLine:</string>
@yiwenl
yiwenl / hsv2rgb
Last active April 14, 2024 17:35
GLSL Color Coversions
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
@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);
}
@yiwenl
yiwenl / GLSL_contrast
Last active September 3, 2023 08:53
Greyscale in glsl
float contrast(float mValue, float mScale, float mMidPoint) {
return clamp( (mValue - mMidPoint) * mScale + mMidPoint, 0.0, 1.0);
}
float contrast(float mValue, float mScale) {
return contrast(mValue, mScale, .5);
}
vec3 contrast(vec3 mValue, float mScale, float mMidPoint) {
return vec3( contrast(mValue.r, mScale, mMidPoint), contrast(mValue.g, mScale, mMidPoint), contrast(mValue.b, mScale, mMidPoint) );