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context_vertex.glsl
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precision highp float;
#pragma glslify: axisY = require("./y.glsl", mats=mats)
attribute vec4 p0, p1, p2, p3,
p4, p5, p6, p7,
p8, p9, pa, pb,
pc, pd, pe;
attribute vec4 pf;
uniform mat4 dim0A, dim1A, dim0B, dim1B, dim0C, dim1C, dim0D, dim1D;
uniform vec2 resolution,
viewBoxPosition,
viewBoxSize;
uniform sampler2D palette;
uniform vec2 colorClamp;
varying vec4 fragColor;
vec2 xyProjection = vec2(1.0, 1.0);
vec4 unfilteredPosition(
float depth,
vec2 resolution,
mat4 dims[4],
float signum
) {
float x = 0.5 * signum + 0.5;
float y = axisY(x, dims, dim0A, dim1A, dim0B, dim1B, dim0C, dim1C, dim0D, dim1D);
vec2 viewBoxXY = viewBoxPosition + viewBoxSize * vec2(x, y);
return vec4(
xyProjection * (2.0 * viewBoxXY / resolution - 1.0),
depth,
1.0
);
}
void main() {
float prominence = abs(pf[3]);
mat4 dims[4];
dims[0] = mat4(p0, p1, p2, p3);
dims[1] = mat4(p4, p5, p6, p7);
dims[2] = mat4(p8, p9, pa, pb);
dims[3] = mat4(pc, pd, pe, abs(pf));
gl_Position = unfilteredPosition(
1.0 - prominence,
resolution,
dims,
sign(pf[3])
);
float clampedColorIndex = clamp((prominence - colorClamp[0]) / (colorClamp[1] - colorClamp[0]), 0.0, 1.0);
fragColor = texture2D(palette, vec2((clampedColorIndex * 255.0 + 0.5) / 256.0, 0.5));
}