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Better visual for texture stress test
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2689f2cc4a
commit
b85b8db337
2 changed files with 11 additions and 28 deletions
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@ -3,35 +3,18 @@ float aspect(vec2 v) {
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}
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vec3 aspectCorrectedTexture() {
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vec2 uv = _position.xy;
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vec2 uv;
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if (abs(_position.y) > 0.4999) {
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uv = _position.xz;
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} else if (abs(_position.z) > 0.4999) {
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uv = _position.xy;
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} else {
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uv = _position.yz;
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}
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uv += 0.5;
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uv.y = 1.0 - uv.y;
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float targetAspect = iWorldScale.x / iWorldScale.y;
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float sourceAspect = aspect(iChannelResolution[0].xy);
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float aspectCorrection = sourceAspect / targetAspect;
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if (aspectCorrection > 1.0) {
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float offset = aspectCorrection - 1.0;
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float halfOffset = offset / 2.0;
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uv.y -= halfOffset;
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uv.y *= aspectCorrection;
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} else {
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float offset = 1.0 - aspectCorrection;
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float halfOffset = offset / 2.0;
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uv.x -= halfOffset;
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uv.x /= aspectCorrection;
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}
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if (any(lessThan(uv, vec2(0.0)))) {
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return vec3(0.0);
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}
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if (any(greaterThan(uv, vec2(1.0)))) {
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return vec3(0.0);
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}
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vec4 color = texture(iChannel0, uv);
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return color.rgb * max(0.5, sourceAspect) * max(0.9, fract(iWorldPosition.x));
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return texture(iChannel0, uv).rgb;
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}
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float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) {
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@ -42,7 +42,7 @@ function createItems(count) {
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name: TEST_ENTITY_NAME,
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position: AUSTIN.avatarRelativePosition(AUSTIN.randomPositionXZ({ x: 0, y: 0, z: -2 }, RADIUS)),
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color: { r: 255, g: 255, b: 255 },
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dimensions: AUSTIN.randomDimensions(),
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dimensions: { x: 0.5, y: 0.5, z: 0.5 }, //AUSTIN.randomDimensions(),
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lifetime: ENTITY_LIFETIME,
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userData: JSON.stringify({
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ProceduralEntity: {
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