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// ----------------------------------------------------------------------------
// Copyright (c) 2014, Nicolas P. Rougier. All Rights Reserved.
// Distributed under the (new) BSD License.
// ----------------------------------------------------------------------------
uniform int log_scale_clamp;
uniform int log_scale_discard;
uniform vec2 log_scale_range;
uniform vec2 log_scale_domain;
uniform float log_scale_base;
float forward(float value)
{
vec2 domain = log_scale_domain;
vec2 range = log_scale_range;
float base = log_scale_base;
float v = log(value) / log(base);
float t = (v - domain.x) /(domain.y - domain.x);
#ifdef __FRAGMENT_SHADER__
if (log_scale_discard > 0)
if (t != clamp(t, 0.0, 1.0))
discard;
#endif
if (log_scale_clamp > 0)
t = clamp(t, 0.0, 1.0);
return sign(value) * (range.x + t*(range.y - range.x));
}
vec2 forward(vec2 value)
{
vec2 domain = log_scale_domain;
vec2 range = log_scale_range;
float base = log_scale_base;
vec2 v = log(value) / log(base);
vec2 t = (v - domain.x) /(domain.y - domain.x);
#ifdef __FRAGMENT_SHADER__
if (log_scale_discard > 0)
if (t != clamp(t, 0.0, 1.0))
discard;
#endif
if (log_scale_clamp > 0)
t = clamp(t, 0.0, 1.0);
return sign(value) * (range.x + t*(range.y - range.x));
}
vec3 forward(vec3 value)
{
vec2 domain = log_scale_domain;
vec2 range = log_scale_range;
float base = log_scale_base;
vec3 v = log(value) / log(base);
vec3 t = (v - domain.x) /(domain.y - domain.x);
#ifdef __FRAGMENT_SHADER__
if (log_scale_discard > 0)
if (t != clamp(t, 0.0, 1.0))
discard;
#endif
if (log_scale_clamp > 0)
t = clamp(t, 0.0, 1.0);
return sign(value) * (range.x + t*(range.y - range.x));
}
float inverse(float value)
{
vec2 domain = log_scale_domain;
vec2 range = log_scale_range;
float base = log_scale_base;
float t = (abs(value) - range.x) / (range.y - range.x);
#ifdef __FRAGMENT_SHADER__
if (log_scale_discard > 0)
if (t != clamp(t, 0.0, 1.0))
discard;
#endif
if (log_scale_clamp > 0)
t = clamp(t, 0.0, 1.0);
float v = domain.x + t*(domain.y - domain.x);
return sign(value) * pow(base, abs(v));
}
vec2 inverse(vec2 value)
{
vec2 domain = log_scale_domain;
vec2 range = log_scale_range;
float base = log_scale_base;
vec2 t = (abs(value) - range.x) / (range.y - range.x);
#ifdef __FRAGMENT_SHADER__
if (log_scale_discard > 0)
if (t != clamp(t, 0.0, 1.0))
discard;
#endif
if (log_scale_clamp > 0)
t = clamp(t, 0.0, 1.0);
vec2 v = domain.x + t*(domain.y - domain.x);
return sign(value) * pow(vec2(base), abs(v));
}
vec3 inverse(vec3 value)
{
vec2 domain = log_scale_domain;
vec2 range = log_scale_range;
float base = log_scale_base;
vec3 t = (abs(value) - range.x) / (range.y - range.x);
#ifdef __FRAGMENT_SHADER__
if (log_scale_discard > 0)
if (t != clamp(t, 0.0, 1.0))
discard;
#endif
if (log_scale_clamp > 0)
t = clamp(t, 0.0, 1.0);
vec3 v = domain.x + t*(domain.y - domain.x);
return sign(value) * pow(vec3(base), abs(v));
}
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