Custom Depth Shader from grayscale to RGBA - three.js

What do i have to change in this vertexshader/fragmentshader from simple grayscale depth to RGBA encoded depth, especially to display ChromaDepth(tm)-color-scheme instead of grayscale?
http://www.chromatek.com/pix/101color.jpg
<script id="vert" type="webgl/fragment-shader">
uniform float near;
uniform float far;
varying vec3 color;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
float depth = 1.0 - ((gl_Position.z - near) / (far - near));
color = vec3(depth);
}
</script>
<script id="frag" type="webgl/fragment-shader">
varying vec3 color;
void main() {
gl_FragColor = vec4(color, 1.0);
}
</script>

You are outputting the color in the line color = vec3(depth). This variant of the function vec3 creates a vector where all 3 parts are equal to the input value. You can just as well use it to create a 3-part vector: color = vec3(red, geen, blue). When you also want to pass an alpha value to the fragment shader, you have to change this to a vec4(red, green, blue, alpha), and also change the declaration of varying vec3 color to varying vec4 color in both the vertex- and the fragment shader.
The algorithm used by ChromaDepth to calculate the correct red, green and blue value from the depth is published here. This is the relevant section:
//Definition of 3d_red component of the color. The value show be between 1
//and 0 over the Range of 0 to 0.75. It should be 0 for all Ranges greater
//than 0.75. From 0 to 0.75 it is calculated by Red_func.
define Red_Range Range/0.9
define Red_func
(-2.13*Red_Range^4-1.07*Red_Range^3+0.133*Red_Range^2+0.0667*Red_Range+1)
define Cc (Red_func <0 || Red_Range>0.75 ? 0:1)
define Dd (Red_func >1 ? 1:0)
define 3d_red (Red_Range<0.75 ? Red_func:Cc*Dd)
//Definition of 3d_green component of the color. The value should be between
//0 and 1 over the Range of 0 to 1, starting from 0, rising to 1, then falling
//to 0 again. It should be 0 at both extremes of Range.
define Green_func1 (1.6*Range^2+1.2*Range)
define Green_func2 (3.2*Range^2-6.8*Range+3.6)
define 3d_green (Range<=0.5 ? Green_func1:Green_func2)
//Definition of 3d_blue component of the color. The value should rise from
//0 at a Range of 0.5 up to 1 at a Range of 1. Below Range 0.5 the value
//must be 0.
define Blue_func (-4.8*Range^2+9.2*Range-3.4)
define 3d_blue (Range>0.5 ? Blue_func:0)
The input value of these functions is "Range" which is what you call "depth" in your code (0.0 is closest and 1.0 is furthest away).

Thank you Philipp. Here's my implementation:
<script id="vert" type="webgl/fragment-shader">
uniform float near;
uniform float far;
varying vec3 color;
float func_r(float r_range)
{
float r_depth = (-2.13*r_range*r_range*r_range*r_range-1.07*r_range*r_range*r_range+0.133*r_range*r_range+0.0667*r_range+1.0);
return r_depth;
}
float func_g1 (float g_range)
{
float g_depth = (1.6*g_range*g_range+1.2*g_range);
return g_depth;
}
float func_g2 (float g_range2)
{
float g_depth2 = (3.2*g_range2*g_range2-6.8*g_range2+3.6);
return g_depth2;
}
float func_b (float b_range)
{
float b_depth = (-4.8*b_range*b_range+9.2*b_range-3.4);
return b_depth;
}
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
float depth = 0.0 + ((gl_Position.z - near) / (far - near));
/* ### Definition of 3d_red component of the color.*/
float Red_Range = depth / 0.9;
float Cc = (func_r(Red_Range) < 0.0 || Red_Range > 0.75 ? 0.0:1.0);
float Dd = (func_r(Red_Range) > 1.0 ? 1.0:0.0);
float calc_r = (Red_Range < 0.75 ? func_r(Red_Range) : Cc*Dd);
/* ### Definition of 3d_green component of the color.*/
float calc_g = (depth <= 0.5 ? func_g1(depth) : func_g2(depth));
/* ### Definition of 3d_blue component of the color.*/
float calc_b = (depth > 0.5 ? func_b(depth) : 0.0);
color = vec3(calc_r,calc_g,calc_b);
}
</script>
<script id="frag" type="webgl/fragment-shader">
varying vec3 color;
void main() {
gl_FragColor = vec4(color, 1.0);
}
</script>

Related

webgl glsl change the projection

I'm drawing a 2d plan on the screen using webgl. I would like to rotate the plan a bit to give a 3d impression.
current:
wanted:
My first approach was to use vanishing points like drawing in perspective but I didn't know how to change the y coordinate and I didn't get to the end. Is there an easier way to rotate the output?
Here is my code:
uniform float scale;
uniform vec2 ratio;
uniform vec2 center;
in vec3 fillColor;
in vec2 position;
out vec3 color;
void main() {
color = fillColor;
gl_Position = vec4((position - center) * ratio, 0.0, scale);
}
If you want to build a whole game engine or a complex animation, you will need to dig into perspective projection matrices.
But if you just want to achieve this little effect and try to understand how it works, you can just use the w coord of gl_Position. This coordinate is essential to tell the GPU how to interpolate UV textures in a valid 3D way, for example. And it will be divided to x, y and z.
So let's assume you want to display a rectangle. You will need two triangles.
4 vertices will suffice if you use TRIANGLE_STRIP mode. We could use only one attribute, but for the sake of tutorial, I will use two:
Vertex #
attPos
attUV
0
-1, +1
0, 0
1
-1, +1
0, 1
2
+1, +1
1, 0
3
+1, -1
1, 1
And all the logic will be in the vertex shader:
uniform float uniScale;
uniform float uniAspectRatio;
attribute vec2 attPos;
attribute vec2 attUV;
varying vec2 varUV;
void main() {
varUV = attUV;
gl_Position = vec4(
attPos.x * uniScale,
attPos.y * uniAspectRatio,
1.0,
attUV.y < 0.5 ? uniScale : 1.0
);
}
The line attUV.y < 0.5 ? uniScale : 1.0 means
If attUV.y is 0, then use uniScale
Otherwise use 1.0
The attUV attribute let's you use a texture if you want. In this example,
I just simulate a checkboard with this fragment shader:
precision mediump float;
const float MARGIN = 0.1;
const float CELLS = 8.0;
const vec3 ORANGE = vec3(1.0, 0.5, 0.0);
const vec3 BLUE = vec3(0.0, 0.6, 1.0);
varying vec2 varUV;
void main() {
float u = fract(varUV.x * CELLS);
float v = fract(varUV.y * CELLS);
if (u > MARGIN && v > MARGIN) gl_FragColor = vec4(BLUE, 1.0);
else gl_FragColor = vec4(ORANGE, 1.0);
}
You can see all this in action in this CopePen:
https://codepen.io/tolokoban/full/oNpBRyO

Implement antialiasing logic for line segments and triangles in GLSL shaders

I'm building 2D Graph structure based on Three.js, all elements of the graph (nodes, edges, triangles for arrows) calculated in shaders. I was able to reach a good level of antialiasing for nodes (circles) but stuck with same task for lines and triangles.
I was able to reach a good antialiasing results for nodes (circles) with and without stroke following this question: How can I add a uniform width outline to WebGL shader drawn circles/ellipses (drawn using edge/distance antialiasing) , my code, responsible for antialiasing alpha:
`float strokeWidth = 0.09;
float outerEdgeCenter = 0.5 - strokeWidth;
float d = distance(vUV, vec2(.5, .5));
float delta = fwidth(d);
float alpha = 1.0 - smoothstep(0.45 - delta, 0.45, d);
float stroke = 1.0 - smoothstep(outerEdgeCenter - delta,
outerEdgeCenter + delta, d);`
But now I'm completely stack with edges and triangles to do same stuff.
Here is an example of shapes images that I have now (on non retina displays):
To reduce under-sampling artifacts I want to do similar algorithms (as for circles) directly in shaders by manipulating alpha and already find some materials related to this topic:
https://thebookofshaders.com/glossary/?search=smoothstep - seems to be the closest solution but unfortunately I wasn't able to implement it properly and figure out how to set up y equation for segmented lines.
https://discourse.threejs.org/t/shader-to-create-an-offset-inward-growing-stroke/6060/12 - last answer, looks promising but not give me proper result.
https://www.shadertoy.com/view/4dcfW8 - also do not give proper result.
Here is an examples of my shaders for lines and triangles:
Line VertexShader (is a slightly adapted version of WestLangley's LineMaterial shader):
`precision highp float;
#include <common>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
uniform float linewidth;
uniform vec2 resolution;
attribute vec3 instanceStart;
attribute vec3 instanceEnd;
attribute vec3 instanceColorStart;
attribute vec3 instanceColorEnd;
attribute float alphaStart;
attribute float alphaEnd;
attribute float widthStart;
attribute float widthEnd;
varying vec2 vUv;
varying float alphaTest;
void trimSegment( const in vec4 start, inout vec4 end ) {
// trim end segment so it terminates between the camera plane and the near plane
// conservative estimate of the near plane
float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
float nearEstimate = - 0.5 * b / a;
float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
end.xyz = mix( start.xyz, end.xyz, alpha );
}
void main() {
#ifdef USE_COLOR
vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
alphaTest = ( position.y < 0.5 ) ? alphaStart : alphaEnd;
#endif
float aspect = resolution.x / resolution.y;
vUv = uv;
// camera space
vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
// perhaps there is a more elegant solution -- WestLangley
bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
if (perspective) {
if (start.z < 0.0 && end.z >= 0.0) {
trimSegment( start, end );
} else if (end.z < 0.0 && start.z >= 0.0) {
trimSegment( end, start );
}
}
// clip space
vec4 clipStart = projectionMatrix * start;
vec4 clipEnd = projectionMatrix * end;
// ndc space
vec2 ndcStart = clipStart.xy / clipStart.w;
vec2 ndcEnd = clipEnd.xy / clipEnd.w;
// direction
vec2 dir = ndcEnd - ndcStart;
// account for clip-space aspect ratio
dir.x *= aspect;
dir = normalize( dir );
// perpendicular to dir
vec2 offset = vec2( dir.y, - dir.x );
// undo aspect ratio adjustment
dir.x /= aspect;
offset.x /= aspect;
// sign flip
if ( position.x < 0.0 ) offset *= - 1.0;
// endcaps, to round line corners
if ( position.y < 0.0 ) {
// offset += - dir;
} else if ( position.y > 1.0 ) {
// offset += dir;
}
// adjust for linewidth
offset *= (linewidth * widthStart);
// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
offset /= resolution.y;
// select end
vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
// back to clip space
offset *= clip.w;
clip.xy += offset;
gl_Position = clip;
vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
}`
Line FragmentShader:
`precision highp float;
#include <common>
#include <color_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
uniform vec3 diffuse;
uniform float opacity;
varying vec2 vUv;
varying float alphaTest;
void main() {
if ( abs( vUv.y ) > 1.0 ) {
float a = vUv.x;
float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
float len2 = a * a + b * b;
if ( len2 > 1.0 ) discard;
}
vec4 diffuseColor = vec4( diffuse, alphaTest );
#include <logdepthbuf_fragment>
#include <color_fragment>
gl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );
#include <premultiplied_alpha_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
}`
Triangle vertex shader:
`precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform float zoomLevel;
attribute vec3 position;
attribute vec3 vertexPos;
attribute vec3 color;
attribute float alpha;
attribute float xAngle;
attribute float yAngle;
attribute float xScale;
attribute float yScale;
varying vec4 vColor;
// transforms the 'positions' geometry with instance attributes
vec3 transform( inout vec3 position, vec3 T) {
position.x *= xScale;
position.y *= yScale;
// Rotate the position
vec3 rotatedPosition = vec3(
position.x * yAngle + position.y * xAngle,
position.y * yAngle - position.x * xAngle, 0);
position = rotatedPosition + T;
// return the transformed position
return position;
}
void main() {
vec3 pos = position;
vColor = vec4(color, alpha);
// transform it
transform(pos, vertexPos);
gl_Position = projectionMatrix * modelViewMatrix * vec4( pos, 1.0 );
}`
Triangle FragmentShader:
`precision highp float;
varying vec4 vColor;
void main() {
gl_FragColor = vColor;
}`
Will really appreciate any help on how to do it or suggestion of right direction for further investigations. Thank you!

GLSL sparking vertex shader

I am trying to tweak this ShaderToy example for vertices to create 'sparks'
out of them. Have tried to play with gl_PointCoord and gl_FragCoord without any results. Maybe, someone here could help me?
I need effect similar to this animated gif:
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
#define M_PI 3.1415926535897932384626433832795
float rand(vec2 co)
{
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main( ) {
float size = 30.0;
float prob = 0.95;
vec2 pos = floor(1.0 / size * gl_FragCoord.xy);
float color = 0.0;
float starValue = rand(pos);
if (starValue > prob)
{
vec2 center = size * pos + vec2(size, size) * 0.5;
float t = 0.9 + sin(time + (starValue - prob) / (1.0 - prob) * 45.0);
color = 1.0 - distance(gl_FragCoord.xy, center) / (0.5 * size);
color = color * t / (abs(gl_FragCoord.y - center.y)) * t / (abs(gl_FragCoord.x - center.x));
}
else if (rand(gl_FragCoord.xy / resolution.xy) > 0.996)
{
float r = rand(gl_FragCoord.xy);
color = r * ( 0.25 * sin(time * (r * 5.0) + 720.0 * r) + 0.75);
}
gl_FragColor = vec4(vec3(color), 1.0);
}
As I understand have to play with vec2 pos, setting it to a vertex position.
You don't need to play with pos. As Vertex Shader is only run by each vertex, there is no way to process its pixel values there using Pos. However, you can do processing pixel using gl_PointCoord.
I can think of two ways only for changing the scale of a texture
gl_PointSize in Vertex Shader in opengl es
In Fragment Shader, you can change the texture UV value, for example,
vec4 color = texture(texture0, ((gl_PointCoord-0.5) * factor) + vec2(0.5));
If you don't want to use any texture but only pixel processing in FS,
you can set UV like ((gl_PointCoord-0.5) * factor) + vec2(0.5)
instead of uv which is normally set as fragCoord.xy / iResolution.xy in Shadertoy

Shader Z space perspective ShaderMaterial BufferGeometry

I'm changing the z coordinate vertices on my geometry but find that the Mesh Stays the same size, and I'm expecting it to get smaller. Tweening between vertex positions works as expected in X,Y space however.
This is how I'm calculating my gl_Position by tweening the amplitude uniform in my render function:
<script type="x-shader/x-vertex" id="vertexshader">
uniform float amplitude;
uniform float direction;
uniform vec3 cameraPos;
uniform float time;
attribute vec3 tweenPosition;
varying vec2 vUv;
void main() {
vec3 pos = position;
vec3 morphed = vec3( 0.0, 0.0, 0.0 );
morphed += ( tweenPosition - position ) * amplitude;
morphed += pos;
vec4 mvPosition = modelViewMatrix * vec4( morphed * vec3(1, -1, 0), 1.0 );
vUv = uv;
gl_Position = projectionMatrix * mvPosition;
}
</script>
I also tried something like this from calculating perspective on webglfundamentals:
vec4 newPos = projectionMatrix * mvPosition;
float zToDivideBy = 1.0 + newPos.z * 1.0;
gl_Position = vec4(newPos.xyz, zToDivideBy);
This is my loop to calculate another vertex set that I'm tweening between:
for (var i = 0; i < positions.length; i++) {
if ((i+1) % 3 === 0) {
// subtracting from z coord of each vertex
tweenPositions[i] = positions[i]- (Math.random() * 2000);
} else {
tweenPositions[i] = positions[i]
}
}
I get the same results with this -- objects further away in Z-Space do not scale / attenuate / do anything different. What gives?
morphed * vec3(1, -1, 0)
z is always zero in your code.
[x,y,z] * [1,-1,0] = [x,-y,0]

Weird behavior if DataTextures are not square (1:1)

I have a pair of shader programs where everything works great if my DataTextures are square (1:1), but if one or both are 2:1 (width:height) ratio the behavior gets messed up. I can extend each of the buffers with unused filler to make sure they are always square, but this seems unnecessarily costly (memory-wise) in the long run, as one of the two buffer sizes is quite large to start. Is there a way to handle a 2:1 buffer in this scenario?
I have a pair of shader programs:
The first is a single frag shader used to calculate the physics for my program (it writes out a texture tPositions to be read by the second set of shaders). It is driven by Three.js's GPUComputeRenderer script (resolution set at the size of my largest buffer.)
The second pair of shaders (vert and frag) use the data texture tPositions produced by the first shader program to then render out the visualization (resolution set at the window size).
The visualization is a grid of variously shaped particle clouds. In the shader programs, there are textures of two different sizes: The smaller sized textures contain information for each of the particle clouds (one texel per cloud), larger sized textures contain information for each particle in all of the clouds (one texel per particle). Both have a certain amount of unused filler tacked on the end to fill them out to a power of 2.
Texel-per-particle sized textures (large): tPositions, tOffsets
Texel-per-cloud sized textures (small): tGridPositionsAndSeeds, tSelectionFactors
As I said before, the problem is that when these two buffer sizes (the large and the small) are at a 1:1 (width: height) ratio, the programs work just fine; however, when one or both are at a 2:1 (width:height) ratio the behavior is a mess. What accounts for this, and how can I address it? Thanks in advance!
UPDATE: Could the problem be related to my housing the texel coords to read the tPosition texture in the shader's position attribute in the second shader program? If so, perhaps this Github issue regarding texel coords in the position attribute may be related, though I can't find a corresponding question/answer here on SO.
UPDATE 2:
I'm also looking into whether this could be an unpack alignment issue. Thoughts?
Here's the set up in Three.js for the first shader program:
function initComputeRenderer() {
textureData = MotifGrid.getBufferData();
gpuCompute = new GPUComputationRenderer( textureData.uPerParticleBufferWidth, textureData.uPerParticleBufferHeight, renderer );
dtPositions = gpuCompute.createTexture();
dtPositions.image.data = textureData.tPositions;
offsetsTexture = new THREE.DataTexture( textureData.tOffsets, textureData.uPerParticleBufferWidth, textureData.uPerParticleBufferHeight, THREE.RGBAFormat, THREE.FloatType );
offsetsTexture.needsUpdate = true;
gridPositionsAndSeedsTexture = new THREE.DataTexture( textureData.tGridPositionsAndSeeds, textureData.uPerMotifBufferWidth, textureData.uPerMotifBufferHeight, THREE.RGBAFormat, THREE.FloatType );
gridPositionsAndSeedsTexture.needsUpdate = true;
selectionFactorsTexture = new THREE.DataTexture( textureData.tSelectionFactors, textureData.uPerMotifBufferWidth, textureData.uPerMotifBufferHeight, THREE.RGBAFormat, THREE.FloatType );
selectionFactorsTexture.needsUpdate = true;
positionVariable = gpuCompute.addVariable( "tPositions", document.getElementById( 'position_fragment_shader' ).textContent, dtPositions );
positionVariable.wrapS = THREE.RepeatWrapping; // repeat wrapping for use only with bit powers: 8x8, 16x16, etc.
positionVariable.wrapT = THREE.RepeatWrapping;
gpuCompute.setVariableDependencies( positionVariable, [ positionVariable ] );
positionUniforms = positionVariable.material.uniforms;
positionUniforms.tOffsets = { type: "t", value: offsetsTexture };
positionUniforms.tGridPositionsAndSeeds = { type: "t", value: gridPositionsAndSeedsTexture };
positionUniforms.tSelectionFactors = { type: "t", value: selectionFactorsTexture };
positionUniforms.uPerMotifBufferWidth = { type : "f", value : textureData.uPerMotifBufferWidth };
positionUniforms.uPerMotifBufferHeight = { type : "f", value : textureData.uPerMotifBufferHeight };
positionUniforms.uTime = { type: "f", value: 0.0 };
positionUniforms.uXOffW = { type: "f", value: 0.5 };
}
Here is the first shader program (only a frag for physics calculations):
// tPositions is handled by the GPUCompute script
uniform sampler2D tOffsets;
uniform sampler2D tGridPositionsAndSeeds;
uniform sampler2D tSelectionFactors;
uniform float uPerMotifBufferWidth;
uniform float uPerMotifBufferHeight;
uniform float uTime;
uniform float uXOffW;
[...skipping a noise function for brevity...]
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 offsets = texture2D( tOffsets, uv ).xyzw;
float alphaMass = offsets.z;
float cellIndex = offsets.w;
if (cellIndex >= 0.0) {
float damping = 0.98;
float texelSizeX = 1.0 / uPerMotifBufferWidth;
float texelSizeY = 1.0 / uPerMotifBufferHeight;
vec2 perMotifUV = vec2( mod(cellIndex, uPerMotifBufferWidth)*texelSizeX, floor(cellIndex / uPerMotifBufferHeight)*texelSizeY );
perMotifUV += vec2(0.5*texelSizeX, 0.5*texelSizeY);
vec4 selectionFactors = texture2D( tSelectionFactors, perMotifUV ).xyzw;
float swapState = selectionFactors.x;
vec4 gridPosition = texture2D( tGridPositionsAndSeeds, perMotifUV ).xyzw;
vec2 noiseSeed = gridPosition.zw;
vec4 nowPos;
vec2 velocity;
nowPos = texture2D( tPositions, uv ).xyzw;
velocity = vec2(nowPos.z, nowPos.w);
if ( swapState == 0.0 ) {
nowPos = texture2D( tPositions, uv ).xyzw;
velocity = vec2(nowPos.z, nowPos.w);
} else { // if swapState == 1
//nowPos = vec4( -(uTime) + gridPosition.x + offsets.x, gridPosition.y + offsets.y, 0.0, 0.0 );
nowPos = vec4( -(uTime) + offsets.x, offsets.y, 0.0, 0.0 );
velocity = vec2(0.0, 0.0);
}
[...skipping the physics for brevity...]
vec2 newPosition = vec2(nowPos.x - velocity.x, nowPos.y - velocity.y);
// Write new position out
gl_FragColor = vec4(newPosition.x, newPosition.y, velocity.x, velocity.y);
}
Here is the setup for the second shader program:
Note: The renderer for this section is a WebGLRenderer at window size
function makePerParticleReferencePositions() {
var positions = new Float32Array( perParticleBufferSize * 3 );
var texelSizeX = 1 / perParticleBufferDimensions.width;
var texelSizeY = 1 / perParticleBufferDimensions.height;
for ( var j = 0, j3 = 0; j < perParticleBufferSize; j ++, j3 += 3 ) {
positions[ j3 + 0 ] = ( ( j % perParticleBufferDimensions.width ) / perParticleBufferDimensions.width ) + ( 0.5 * texelSizeX );
positions[ j3 + 1 ] = ( Math.floor( j / perParticleBufferDimensions.height ) / perParticleBufferDimensions.height ) + ( 0.5 * texelSizeY );
positions[ j3 + 2 ] = j * 0.0001; // this is the real z value for the particle display
}
return positions;
}
var positions = makePerParticleReferencePositions();
...
// Add attributes to the BufferGeometry:
gridOfMotifs.geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
gridOfMotifs.geometry.addAttribute( 'aTextureIndex', new THREE.BufferAttribute( motifGridAttributes.aTextureIndex, 1 ) );
gridOfMotifs.geometry.addAttribute( 'aAlpha', new THREE.BufferAttribute( motifGridAttributes.aAlpha, 1 ) );
gridOfMotifs.geometry.addAttribute( 'aCellIndex', new THREE.BufferAttribute(
motifGridAttributes.aCellIndex, 1 ) );
uniformValues = {};
uniformValues.tSelectionFactors = motifGridAttributes.tSelectionFactors;
uniformValues.uPerMotifBufferWidth = motifGridAttributes.uPerMotifBufferWidth;
uniformValues.uPerMotifBufferHeight = motifGridAttributes.uPerMotifBufferHeight;
gridOfMotifs.geometry.computeBoundingSphere();
...
function makeCustomUniforms( uniformValues ) {
selectionFactorsTexture = new THREE.DataTexture( uniformValues.tSelectionFactors, uniformValues.uPerMotifBufferWidth, uniformValues.uPerMotifBufferHeight, THREE.RGBAFormat, THREE.FloatType );
selectionFactorsTexture.needsUpdate = true;
var customUniforms = {
tPositions : { type : "t", value : null },
tSelectionFactors : { type : "t", value : selectionFactorsTexture },
uPerMotifBufferWidth : { type : "f", value : uniformValues.uPerMotifBufferWidth },
uPerMotifBufferHeight : { type : "f", value : uniformValues.uPerMotifBufferHeight },
uTextureSheet : { type : "t", value : texture }, // this is a sprite sheet of all 10 strokes
uPointSize : { type : "f", value : 18.0 }, // the radius of a point in WebGL units, e.g. 30.0
// Coords for the hatch textures:
uTextureCoordSizeX : { type : "f", value : 1.0 / numTexturesInSheet },
uTextureCoordSizeY : { type : "f", value : 1.0 }, // the size of a texture in the texture map ( they're square, thus only one value )
};
return customUniforms;
}
And here is the corresponding shader program (vert & frag):
Vertex shader:
uniform sampler2D tPositions;
uniform sampler2D tSelectionFactors;
uniform float uPerMotifBufferWidth;
uniform float uPerMotifBufferHeight;
uniform sampler2D uTextureSheet;
uniform float uPointSize; // the radius size of the point in WebGL units, e.g. "30.0"
uniform float uTextureCoordSizeX; // vertical dimension of each texture given the full side = 1
uniform float uTextureCoordSizeY; // horizontal dimension of each texture given the full side = 1
attribute float aTextureIndex;
attribute float aAlpha;
attribute float aCellIndex;
varying float vCellIndex;
varying vec2 vTextureCoords;
varying vec2 vTextureSize;
varying float vAlpha;
varying vec3 vColor;
varying float vDensity;
[...skipping noise function for brevity...]
void main() {
vec4 tmpPos = texture2D( tPositions, position.xy );
vec2 pos = tmpPos.xy;
vec2 vel = tmpPos.zw;
vCellIndex = aCellIndex;
if (aCellIndex >= 0.0) { // buffer filler cell indexes are -1
float texelSizeX = 1.0 / uPerMotifBufferWidth;
float texelSizeY = 1.0 / uPerMotifBufferHeight;
vec2 perMotifUV = vec2( mod(aCellIndex, uPerMotifBufferWidth)*texelSizeX, floor(aCellIndex / uPerMotifBufferHeight)*texelSizeY );
perMotifUV += vec2(0.5*texelSizeX, 0.5*texelSizeY);
vec4 selectionFactors = texture2D( tSelectionFactors, perMotifUV ).xyzw;
float aSelectedMotif = selectionFactors.x;
float aColor = selectionFactors.y;
float fadeFactor = selectionFactors.z;
vTextureCoords = vec2( aTextureIndex * uTextureCoordSizeX, 0 );
vTextureSize = vec2( uTextureCoordSizeX, uTextureCoordSizeY );
vAlpha = aAlpha * fadeFactor;
vDensity = vel.x + vel.y;
vAlpha *= abs( vDensity * 3.0 );
vColor = vec3( 1.0, aColor, 1.0 ); // set RGB color associated to vertex; use later in fragment shader.
gl_PointSize = uPointSize;
} else { // if this is a filler cell index (-1)
vAlpha = 0.0;
vDensity = 0.0;
vColor = vec3(0.0, 0.0, 0.0);
gl_PointSize = 0.0;
}
gl_Position = projectionMatrix * modelViewMatrix * vec4( pos.x, pos.y, position.z, 1.0 ); // position holds the real z value. The z value of "color" is a component of velocity
}
Fragment shader:
uniform sampler2D tPositions;
uniform sampler2D uTextureSheet;
varying float vCellIndex;
varying vec2 vTextureCoords;
varying vec2 vTextureSize;
varying float vAlpha;
varying vec3 vColor;
varying float vDensity;
void main() {
gl_FragColor = vec4( vColor, vAlpha );
if (vCellIndex >= 0.0) { // only render out the texture if this point is not a buffer filler
vec2 realTexCoord = vTextureCoords + ( gl_PointCoord * vTextureSize );
gl_FragColor = gl_FragColor * texture2D( uTextureSheet, realTexCoord );
}
}
Expected Behavior: I can achieve this by forcing all the DataTextures to be 1:1
Weird Behavior: When the smaller DataTextures are 2:1 those perfectly horizontal clouds in the top right of the picture below form and have messed up physics. When the larger DataTextures are 2:1, the grid is skewed, and the clouds appear to be missing parts (as seen below). When both the small and large textures are 2:1, both odd behaviors happen (this is the case in the image below).
Thanks to an answer to my related question here, I now know what was going wrong. The problem was in the way I was using the arrays of indexes (1,2,3,4,5...) to access the DataTextures' texels in the shader.
In this function (and the one for the larger DataTextures)...
float texelSizeX = 1.0 / uPerMotifBufferWidth;
float texelSizeY = 1.0 / uPerMotifBufferHeight;
vec2 perMotifUV = vec2(
mod(aCellIndex, uPerMotifBufferWidth)*texelSizeX,
floor(aCellIndex / uPerMotifBufferHeight)*texelSizeY );
perMotifUV += vec2(0.5*texelSizeX, 0.5*texelSizeY);
...I assumed that in order to create the y value for my custom uv, perMotifUV, I would need to divide the aCellIndex by the height of the buffer, uPerMotifBufferHeight (it's "vertical" dimension). However, as explained in the SO Q&A here the indices should, of course, be divided by the buffer's width, which would then tell you how many rows down you are!
Thus, the function should be revised to...
float texelSizeX = 1.0 / uPerMotifBufferWidth;
float texelSizeY = 1.0 / uPerMotifBufferHeight;
vec2 perMotifUV = vec2(
mod(aCellIndex, uPerMotifBufferWidth)*texelSizeX,
floor(aCellIndex / uPerMotifBufferWidth)*texelSizeY ); **Note the change to uPerMotifBufferWidth here
perMotifUV += vec2(0.5*texelSizeX, 0.5*texelSizeY);
The reason my program worked on square DataTextures (1:1) is that in such cases the height and width were equal, so my function was effectively dividing by width in the incorrect line because height=width!

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