refactor: code cleaning

This commit is contained in:
2026-04-11 14:24:35 +02:00
parent f38108d3fa
commit 6bd8d48846
16 changed files with 70 additions and 100 deletions

View File

@@ -0,0 +1,60 @@
#version 330
in vec2 fragTexCoord;
in vec4 fragColor;
uniform sampler2D texture0;
uniform sampler2D distanceFieldTex;
uniform vec2 resolution;
uniform vec2 mousePos;
uniform float ballRadius;
uniform float shapeInfluence;
out vec4 finalColor;
float getBallInfluence(vec2 pos, vec2 center, float radius) {
vec2 diff = pos - center;
float distSq = dot(diff, diff);
float radiusSq = radius * radius;
if (distSq > radiusSq) return 0.0;
float dist = sqrt(distSq);
return 1.0 - (dist / radius);
}
float getShapeInfluence(vec2 pos) {
vec2 uv = pos / resolution;
uv.y = 1 - uv.y + 0.045; // invert y and offset to match with wallpaper texture
if (any(lessThan(uv, vec2(0.0))) || any(greaterThan(uv, vec2(1.0)))) {
return 0.0;
}
float signedDistance = texture(distanceFieldTex, uv).r * 255.0 - 128.0;
float isInside = step(signedDistance, 0.0);
float isOutside = 1.0 - isInside;
// inside calculation
float normalizedDist = abs(signedDistance) * 0.015625; // 1/64
float insideInfluence = shapeInfluence * exp(-normalizedDist * 0.5) * 3.0;
// outside calculation
float adjustedDistance = signedDistance * 0.5;
float shapeInfluenceSq = shapeInfluence * shapeInfluence;
float outsideInfluence = shapeInfluenceSq / (adjustedDistance * adjustedDistance + shapeInfluence) +
shapeInfluence * 0.8 * exp(-signedDistance * 0.025); // 1/40
return isInside * insideInfluence + isOutside * outsideInfluence;
}
void main()
{
vec2 pixelPos = fragTexCoord * resolution;
float ballValue = getBallInfluence(pixelPos, mousePos, ballRadius);
float shapeValue = getShapeInfluence(pixelPos);
float totalValue = ballValue + shapeValue * 0.01;
float mask = step(0.75, totalValue);
finalColor = vec4(mask, mask, mask, 1.0);
}