63 Commits

Author SHA1 Message Date
a5a73cb2da Fix typos in GLSL comments and add constants PURE_RED, PURE_GREEN, PURE_BLUE (#2340)
* Fix typos in GLSL comments

* Fix typos in GLSL comments

* add constants PURE_RED, PURE_GREEN, PURE_BLUE
2025-06-10 08:12:11 -07:00
95fca885c9 Push clip plane functionality up to all Mobjects 2024-09-17 17:20:19 -05:00
6d23df0497 Clean up changes associated with fixing aspect ratio issue 2024-09-06 12:50:19 -05:00
d3dee240c3 Allow for smooth transitions between mobjects fixed and unfixed from the frame 2024-01-19 17:42:12 -06:00
60b762ca43 Remove redundant and unused get_gl_Position.glsl file 2024-01-19 17:41:46 -06:00
e950286fa4 Replace get_gl_Position -> emit_gl_Position 2023-01-30 18:43:28 -08:00
277c471c90 Refactor so that view matrix incorporates frame scaling 2023-01-30 14:15:39 -08:00
0d36f17f9c Remove unused line 2023-01-28 15:40:10 -08:00
368f48f8dd Make use of some glsl built-ins 2023-01-28 15:01:32 -08:00
03080a10a7 Small style tweaks 2023-01-23 15:05:10 -08:00
8d729eef5a Rename perspective to view_matrix 2023-01-23 14:41:17 -08:00
909e515a2f Only compute xyz-to-uv matrix in non-linear case 2023-01-19 20:24:32 -08:00
6839de9a31 Remove rotate.glsl 2023-01-19 10:52:53 -08:00
c873d073e2 Factor out rotation matrix 2023-01-19 10:47:21 -08:00
b667d89e9b Simplify get_gl_Position 2023-01-18 13:44:41 -08:00
40436d6370 Slightly cleaner xs_on_clean_parabola 2023-01-18 11:03:22 -08:00
72e5bde274 Rename xy-to-uv -> xyz-to-uv 2023-01-18 10:58:25 -08:00
1a663943c9 Simpler xyz-to-uv map for linear case 2023-01-18 10:57:14 -08:00
c7e32e847d Delete no-longer used functions 2023-01-17 17:46:23 -08:00
9ed8dd5439 Clean up 2023-01-17 17:39:32 -08:00
c563ec2036 Simplifications 2023-01-17 17:20:30 -08:00
870e88f8c9 First attempt at finding uv coords from 3d space instead of 2d 2023-01-17 15:46:09 -08:00
8ac0aa484b Slight tweak to get_unit_normal 2023-01-16 19:34:37 -08:00
1f613953d6 Don't pre-rotate light source 2023-01-16 19:34:20 -08:00
c3cd64f68c Package reflectiveness, gloss and shadow into a single uniform "shading" 2023-01-16 19:33:57 -08:00
c8238f6b39 Consolidate lighting uniforms 2023-01-14 07:57:47 -08:00
d19b244ee1 Move uniform pixel_shape declaration outside of get_gl_Position 2023-01-13 22:11:13 -08:00
a004c88e02 Consolidate functions associated with computing gl_Position 2023-01-13 22:07:28 -08:00
fa81d9f6ea Move comment 2023-01-13 21:43:01 -08:00
28d5baeeff Small stylistic tweaks 2023-01-13 21:04:15 -08:00
e534206eb6 Small style change to get_xy_to_uv 2023-01-13 17:37:08 -08:00
394d87effb Small style tweaks to quadratic_bezier_fill/geom 2023-01-13 17:26:59 -08:00
69ac946e63 Simpler get_gl_Position 2023-01-13 12:41:09 -08:00
f3e91db581 Small comment change 2023-01-12 10:39:50 -08:00
131ecce7c4 Add rotate function 2023-01-10 15:16:41 -08:00
8cd59f852d Add small comments 2023-01-10 09:55:06 -08:00
8175c2d408 Rename quadratic_bezier_geometry_functions to get_xy_to_uv 2023-01-10 09:53:17 -08:00
4b652be492 Delete get_xyz_to_uv 2023-01-10 08:57:38 -08:00
05796654f4 Replace "bezier_degree" with "is_linear" 2023-01-10 08:54:02 -08:00
02a0ffe04e Delete quadratic_bezier_distance.glsl 2023-01-09 20:17:10 -08:00
f75df1e26e Clean up a few messes from previous commit 2023-01-09 18:51:41 -08:00
c67ae08b62 Have stroke geometry shader pass to a coordinate system where the curve is some segment of y = x^2 2023-01-09 16:46:38 -08:00
a6e5f25912 Delete get_reduced_control_points 2023-01-09 00:00:31 -05:00
89d9e260eb Various cleanups for stroke shader 2023-01-08 23:33:39 -05:00
8fc243e398 Make anti_alias_width a Mobject uniform, rather than a camera attribute 2022-12-28 18:52:05 -08:00
b96a65d576 Tweaks to quadratic_bezier_geometry_functions 2022-12-28 11:16:53 -08:00
c8c96fe645 Tweaks to get_unit_normal 2022-12-28 11:16:24 -08:00
7dc1fe21bd Change angle threshold for determining bezier degree 2022-12-28 09:31:20 -08:00
81c3ae3037 Have separate notions of gloss and reflectiveness 2021-11-08 21:46:09 -08:00
33fa76dfac Add more fractals and decompose slightly 2021-10-11 06:21:47 -07:00