1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127
|
// ----------------------------------------------------------------------------
// Copyright (c) 2014, Nicolas P. Rougier. All Rights Reserved.
// Distributed under the (new) BSD License.
// ----------------------------------------------------------------------------
/*
Linear scales are the most common scale, and a good default choice to map a
continuous input domain to a continuous output range. The mapping is linear
in that the output range value y can be expressed as a linear function of the
input domain value x: y = mx + b. The input domain is typically a dimension
of the data that you want to visualize, such as the height of students
(measured in meters) in a sample population. The output range is typically a
dimension of the desired output visualization, such as the height of bars
(measured in pixels) in a histogram.
*/
uniform int linear_scale_clamp;
uniform int linear_scale_discard;
uniform vec2 linear_scale_range;
uniform vec2 linear_scale_domain;
float forward(float value)
{
vec2 domain = linear_scale_domain;
vec2 range = linear_scale_range;
float t = (value - domain.x) /(domain.y - domain.x);
#ifdef __FRAGMENT_SHADER__
if (linear_scale_discard > 0)
if (t != clamp(t, 0.0, 1.0))
discard;
#endif
if (linear_scale_clamp > 0)
t = clamp(t, 0.0, 1.0);
return range.x + t*(range.y - range.x);
}
vec2 forward(vec2 value)
{
vec2 domain = linear_scale_domain;
vec2 range = linear_scale_range;
vec2 t = (value - domain.x) /(domain.y - domain.x);
#ifdef __FRAGMENT_SHADER__
if (linear_scale_discard > 0)
if (t != clamp(t, 0.0, 1.0))
discard;
#endif
if (linear_scale_clamp > 0)
t = clamp(t, 0.0, 1.0);
return range.x + t*(range.y - range.x);
}
vec3 forward(vec3 value)
{
vec2 domain = linear_scale_domain;
vec2 range = linear_scale_range;
vec3 t = (value - domain.x) /(domain.y - domain.x);
#ifdef __FRAGMENT_SHADER__
if (linear_scale_discard > 0)
if (t != clamp(t, 0.0, 1.0))
discard;
#endif
if (linear_scale_clamp > 0)
t = clamp(t, 0.0, 1.0);
return range.x + t*(range.y - range.x);
}
float inverse(float value)
{
vec2 domain = linear_scale_domain;
vec2 range = linear_scale_range;
float t = (value - range.x) / (range.y - range.x);
#ifdef __FRAGMENT_SHADER__
if (linear_scale_discard > 0)
if (t != clamp(t, 0.0, 1.0))
discard;
#endif
if (linear_scale_clamp > 0)
t = clamp(t, 0.0, 1.0);
return domain.x + t*(domain.y - domain.x);
}
vec2 inverse(vec2 value)
{
vec2 domain = linear_scale_domain;
vec2 range = linear_scale_range;
vec2 t = (value - range.x) / (range.y - range.x);
#ifdef __FRAGMENT_SHADER__
if (linear_scale_discard > 0)
if (t != clamp(t, 0.0, 1.0))
discard;
#endif
if (linear_scale_clamp > 0)
t = clamp(t, 0.0, 1.0);
return domain.x + t*(domain.y - domain.x);
}
vec3 inverse(vec3 value)
{
vec2 domain = linear_scale_domain;
vec2 range = linear_scale_range;
vec3 t = (value - range.x) / (range.y - range.x);
#ifdef __FRAGMENT_SHADER__
if (linear_scale_discard > 0)
if (t != clamp(t, 0.0, 1.0))
discard;
#endif
if (linear_scale_clamp > 0)
t = clamp(t, 0.0, 1.0);
return domain.x + t*(domain.y - domain.x);
}
|