use common vert shader
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10cd273481
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@ -76,9 +76,9 @@ export class DistanceField extends HTMLElement {
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};
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};
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private initShaders() {
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private initShaders() {
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this.jfaProgram = WebGLUtils.createShaderProgram(this.glContext, jfaVertShader, jfaFragShader);
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this.jfaProgram = WebGLUtils.createShaderProgram(this.glContext, commonVertShader, jfaFragShader);
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this.seedProgram = WebGLUtils.createShaderProgram(this.glContext, seedVertexShaderSource, seedFragmentShaderSource);
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this.renderProgram = WebGLUtils.createShaderProgram(this.glContext, commonVertShader, renderFragShader);
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this.renderProgram = WebGLUtils.createShaderProgram(this.glContext, renderVertShader, renderFragShader);
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this.seedProgram = WebGLUtils.createShaderProgram(this.glContext, seedVertShader, seedFragShader);
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}
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}
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private initPingPongTextures() {
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private initPingPongTextures() {
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@ -387,7 +387,7 @@ export class DistanceField extends HTMLElement {
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}
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}
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}
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}
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const jfaVertShader = vert`#version 300 es
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const commonVertShader = vert`#version 300 es
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precision highp float;
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precision highp float;
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in vec2 a_position;
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in vec2 a_position;
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out vec2 v_texCoord;
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out vec2 v_texCoord;
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@ -441,15 +441,6 @@ const jfaFragShader = frag`#version 300 es
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outColor = nearest;
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outColor = nearest;
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}`;
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}`;
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const renderVertShader = vert`#version 300 es
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in vec2 a_position;
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out vec2 v_texCoord;
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void main() {
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v_texCoord = a_position * 0.5 + 0.5;
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gl_Position = vec4(a_position, 0.0, 1.0);
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}`;
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const renderFragShader = frag`#version 300 es
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const renderFragShader = frag`#version 300 es
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precision highp float;
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precision highp float;
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@ -478,8 +469,7 @@ const renderFragShader = frag`#version 300 es
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outColor = vec4(shapeColor * intensity, 1.0);
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outColor = vec4(shapeColor * intensity, 1.0);
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}`;
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}`;
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// Shader sources for seed point rendering
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const seedVertShader = vert`#version 300 es
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const seedVertexShaderSource = vert`#version 300 es
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precision highp float;
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precision highp float;
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in vec3 a_position; // x, y, shapeID
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in vec3 a_position; // x, y, shapeID
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@ -490,7 +480,7 @@ const seedVertexShaderSource = vert`#version 300 es
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v_shapeID = a_position.z; // Pass shape ID to fragment shader
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v_shapeID = a_position.z; // Pass shape ID to fragment shader
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}`;
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}`;
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const seedFragmentShaderSource = frag`#version 300 es
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const seedFragShader = frag`#version 300 es
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precision highp float;
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precision highp float;
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flat in float v_shapeID;
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flat in float v_shapeID;
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