SourceTermAnalysisSystem_vue/node_modules/@cesium/engine/Source/Shaders/Voxels/convertUvToBox.glsl
2026-05-15 10:22:44 +08:00

45 lines
1.3 KiB
GLSL

/* Box defines (set in Scene/VoxelBoxShape.js)
#define BOX_HAS_SHAPE_BOUNDS
*/
#if defined(BOX_HAS_SHAPE_BOUNDS)
uniform vec3 u_boxUvToShapeUvScale;
uniform vec3 u_boxUvToShapeUvTranslate;
#endif
PointJacobianT convertUvToShapeSpaceDerivative(in vec3 positionUv) {
// For BOX, UV space = shape space, so we can use positionUv as-is,
// and the Jacobian is the identity matrix, except that a step of 1
// only spans half the shape space [-1, 1], so the identity is scaled.
return PointJacobianT(positionUv, mat3(0.5));
}
vec3 convertShapeToShapeUvSpace(in vec3 positionShape) {
#if defined(BOX_HAS_SHAPE_BOUNDS)
return positionShape * u_boxUvToShapeUvScale + u_boxUvToShapeUvTranslate;
#else
return positionShape;
#endif
}
PointJacobianT convertUvToShapeUvSpaceDerivative(in vec3 positionUv) {
PointJacobianT pointJacobian = convertUvToShapeSpaceDerivative(positionUv);
pointJacobian.point = convertShapeToShapeUvSpace(pointJacobian.point);
return pointJacobian;
}
vec3 convertShapeUvToUvSpace(in vec3 shapeUv) {
#if defined(BOX_HAS_SHAPE_BOUNDS)
return (shapeUv - u_boxUvToShapeUvTranslate) / u_boxUvToShapeUvScale;
#else
return shapeUv;
#endif
}
vec3 scaleShapeUvToShapeSpace(in vec3 shapeUv) {
#if defined(BOX_HAS_SHAPE_BOUNDS)
return shapeUv / u_boxUvToShapeUvScale;
#else
return shapeUv;
#endif
}