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Fixing another stray global variable
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parent
e18fdd2e74
commit
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4 changed files with 16 additions and 13 deletions
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@ -8,7 +8,8 @@ vec3 float_to_color(float value, float min_val, float max_val, vec3[9] colormap_
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return mix(colormap_data[disc_alpha], colormap_data[disc_alpha + 1], 8.0 * alpha - disc_alpha);
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}
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vec4 add_light(vec4 color, vec3 point, vec3 unit_normal, vec3 light_coords, float gloss, float shadow)
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vec4 add_light(vec4 color, vec3 point, vec3 unit_normal, vec3 light_coords, float gloss, float shadow,
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float reflectiveness)
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{
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if (gloss == 0.0 && shadow == 0.0 && reflectiveness == 0.0)
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return color;
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@ -32,11 +33,12 @@ vec4 add_light(vec4 color, vec3 point, vec3 unit_normal, vec3 light_coords, floa
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return vec4(darkening * mix(color.rgb, vec3(1.0), shine), color.a);
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}
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vec4 finalize_color(vec4 color, vec3 point, vec3 unit_normal, vec3 light_coords, float gloss, float shadow)
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vec4 finalize_color(vec4 color, vec3 point, vec3 unit_normal, vec3 light_coords, float gloss, float shadow,
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float reflectiveness)
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{
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///// INSERT COLOR FUNCTION HERE /////
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// The line above may be replaced by arbitrary code snippets, as per
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// the method Mobject.set_color_by_code
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return add_light(color, point, unit_normal, light_coords, gloss, shadow);
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return add_light(color, point, unit_normal, light_coords, gloss, shadow, reflectiveness);
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}
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#endif // FINALIZE_COLOR_GLSL
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@ -1,6 +1,7 @@
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#version 330
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#include "../include/camera_uniform_declarations.glsl"
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uniform vec2 pixel_shape;
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uniform float index;
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@ -1,5 +1,12 @@
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#version 330
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#include "../include/camera_uniform_declarations.glsl"
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#include "../include/finalize_color.glsl"
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#include "../include/get_gl_Position.glsl"
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#include "../include/get_unit_normal.glsl"
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#include "../include/mobject_uniform_declarations.glsl"
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#include "../include/quadratic_bezier_geometry_functions.glsl"
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 5) out;
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@ -19,19 +26,12 @@ out float orientation;
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out vec2 uv_coords;
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out float bezier_degree;
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// Analog of import for manim only
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#include "../include/camera_uniform_declarations.glsl"
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#include "../include/finalize_color.glsl"
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#include "../include/get_gl_Position.glsl"
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#include "../include/get_unit_normal.glsl"
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#include "../include/mobject_uniform_declarations.glsl"
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#include "../include/quadratic_bezier_geometry_functions.glsl"
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const vec2 uv_coords_arr[3] = vec2[3](vec2(0, 0), vec2(0.5, 0), vec2(1, 1));
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void emit_vertex_wrapper(vec3 point, int index)
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{
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color = finalize_color(v_color[index], point, v_global_unit_normal[index], light_source_position, gloss, shadow);
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color = finalize_color(v_color[index], point, v_global_unit_normal[index], light_source_position, gloss, shadow,
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reflectiveness);
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gl_Position = get_gl_Position(point);
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uv_coords = uv_coords_arr[index];
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EmitVertex();
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@ -248,7 +248,7 @@ void main()
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// vec3 xyz_coords = vec3(corners[i], controls[index_map[i]].z);
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vec3 xyz_coords = vec3(corners[i], controls[index_map[i]].z);
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color = finalize_color(v_color[index_map[i]], xyz_coords, v_global_unit_normal[index_map[i]],
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light_source_position, gloss, shadow);
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light_source_position, gloss, shadow, reflectiveness);
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gl_Position = vec4(get_gl_Position(vec3(corners[i], 0.0)).xy, get_gl_Position(controls[index_map[i]]).zw);
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EmitVertex();
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}
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