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49 lines
1.1 KiB
GLSL
49 lines
1.1 KiB
GLSL
float cross2d(vec2 v, vec2 w){
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return v.x * w.y - w.x * v.y;
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}
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mat3 get_xy_to_uv(vec2 b0, vec2 b1){
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mat3 shift = mat3(
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1.0, 0.0, 0.0,
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0.0, 1.0, 0.0,
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-b0.x, -b0.y, 1.0
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);
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float sf = length(b1 - b0);
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vec2 I = (b1 - b0) / sf;
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vec2 J = vec2(-I.y, I.x);
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mat3 rotate = mat3(
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I.x, J.x, 0.0,
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I.y, J.y, 0.0,
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0.0, 0.0, 1.0
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);
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return (1.0 / sf) * rotate * shift;
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}
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// Orthogonal matrix to convert to a uv space defined so that
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// b0 goes to [0, 0] and b1 goes to [1, 0]
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mat4 get_xyz_to_uv(vec3 b0, vec3 b1, vec3 unit_normal){
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mat4 shift = mat4(
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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-b0.x, -b0.y, -b0.z, 1
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);
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float scale_factor = length(b1 - b0);
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vec3 I = (b1 - b0) / scale_factor;
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vec3 K = unit_normal;
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vec3 J = cross(K, I);
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// Transpose (hence inverse) of matrix taking
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// i-hat to I, k-hat to unit_normal, and j-hat to their cross
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mat4 rotate = mat4(
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I.x, J.x, K.x, 0.0,
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I.y, J.y, K.y, 0.0,
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I.z, J.z, K.z, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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return (1.0 / scale_factor) * rotate * shift;
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}
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