// Smooth slope geometry and cleats, ported from slope-belt-shader.js. const GPU_SMOOTH_SLOPE_HELPERS = `fn slopeStroke(p: vec2f, a: vec2f, b: vec2f, origin: f32) -> vec3f { var ray: vec2f = b - a; var len: f32 = length(ray); ray /= len; var along: f32 = dot(p - a, ray); var across: f32 = dot(p - a, vec2f(-ray.y, ray.x)); var q: vec2f = abs(vec2f(along - len * 0.5, across)) - vec2f(len * 0.5 - 0.75, 1.1); var sd: f32 = length(max(q, vec2f(0.0))) + min(max(q.x, q.y), 0.0) - 0.75; return vec3f(sd, origin + along, across + 2.0); } fn slopeCorner(p: vec2f, a: vec2f, origin: f32) -> vec3f { var d: vec2f = p - a; var radius: f32 = length(d); return vec3f(radius - 1.85, origin + d.x, 2.0 + d.y); } fn slopeShape(inputP: vec2f, worldOrigin: vec2f, grade: f32, joins: i32) -> vec3f { var p=inputP; if ((joins & 64) != 0) { p.y -= 0.45; } var sy: f32 = select( 0.0, 4.0 , grade < 0.0 ); var a: vec2f = vec2f(-grade * 1.30814755, sy + 1.30814755); var b: vec2f = vec2f(4.0 - grade * 1.30814755, 4.0 - sy + 1.30814755); if ((joins & 1) != 0) { a.y = sy + 2.0; a.x = (a.y - sy - 2.61629509) / grade; } else if ((joins & 4) != 0) { a -= vec2f(4.0, grade * 4.0); } if ((joins & 2) != 0) { b.y = 6.0 - sy; b.x = (b.y - sy - 2.61629509) / grade; } else if ((joins & 8) != 0) { b += vec2f(4.0, grade * 4.0); } var axis: vec2f = vec2f(1.0, grade) * 0.70710678; var best: vec3f = slopeStroke(p, a, b, dot(worldOrigin + a, axis)); if ((joins & 1) != 0) { var h: vec3f = slopeStroke(p, vec2f(-2.0, a.y), a, worldOrigin.x - 2.0); if (h.x < best.x) { best = h; } h = slopeCorner(p, a, worldOrigin.x + a.x); if (h.x < best.x) { best = h; } } if ((joins & 2) != 0) { var h: vec3f = slopeStroke(p, b, vec2f(6, b.y), worldOrigin.x + b.x); if (h.x < best.x) { best = h; } h = slopeCorner(p, b, worldOrigin.x + b.x); if (h.x < best.x) { best = h; } } return best; } `; const GPU_SMOOTH_SLOPE_DRAW = ` if (nc == 31 || nc == 32) { var tag: vec4f = cellAt(tTree, c); var grade: f32 = select( 1.0, -1.0 , nc == 31 ); var local: vec2f = floor(tag.gb * 255.0 + 0.5) - 8.0 + fract(w); var sy: f32 = select( 0.0, 4.0 , grade < 0.0 ); var foot: f32 = (local.x + grade * (local.y - sy)) * 0.5; var depth: f32 = (grade * local.x - local.y + sy) * 0.70710678; var wallFlags: i32 = i32(tag.a * 255.0 + 0.5); var ends: f32 = max(select( -100.0, -foot ,(wallFlags & 8) == 0 ),select( -100.0, foot - 4.0 , (wallFlags & 16) == 0 )); var sd: f32 = max(ends * 1.41421356, max(-depth, depth - ${CLEAT_HEIGHT.toFixed(1)})); var phase: f32 = f32(wallFlags & 7); var wave: f32 = 0.5 + 0.5 * sin((foot + w.x - local.x - phase) * 3.14159265); var rubber: vec3f = mix(vec3f(0.20,0.22,0.25), vec3f(0.25,0.27,0.31), wave); C = mix(C, rubber, 1.0 - smoothstep(-px, px, sd)); var dirS: f32 = select( -1.0, 1.0 , (wallFlags & 32) != 0 ); if (grade * dirS < 0.0) { var rc: f32 = (w.x - local.x) + foot - (select( 0.0, 1.0 ,grade < 0.0 )) - dirS * phase; var off: f32 = (modulo(rc + ${(CLEAT_SPACING / 2).toFixed(1)}, ${CLEAT_SPACING.toFixed(1)}) - ${(CLEAT_SPACING / 2).toFixed(1)}) * 1.41421356; var ribTop: f32 = ${((2 * CLEAT_REACH + 1) * Math.SQRT1_2).toFixed(3)}; var rd: f32 = length(vec2f(off, depth - clamp(depth, 0.0, ribTop))) - 0.5; var rib: vec3f = mix(vec3f(0.50,0.52,0.56), vec3f(0.70,0.72,0.76), smoothstep(ribTop - 1.2, ribTop, depth)); rib *= mix(0.78, 1.0, smoothstep(-0.5, 0.2, off * -dirS * grade)); C = mix(C, rib, 1.0 - smoothstep(-px, px, rd)); } } if ((nc == 2 || (nc >= 23 && nc <= 30)) && (i32(cellAt(tTree, c).a * 255.0 + 0.5) & 128) != 0 && cellAt(tTree, c).r * 255.0 >= 22.5 && cellAt(tTree, c).r * 255.0 <= 30.5) { var slopeClass: i32 = i32(cellAt(tTree, c).r * 255.0 + 0.5); var shape: i32 = (slopeClass - 23) / 2; var mesh: bool = shape >= 2; var grade: f32 = select( 1.0, -1.0 , (shape == 0 || shape == 2) ); var dir: f32 = select( -1.0, 1.0 , ((slopeClass - 23) % 2) == 1 ); var tag: vec4f = cellAt(tTree, c); var joins: i32 = i32(tag.a * 255.0 + 0.5); var local: vec2f = floor(tag.gb * 255.0 + 0.5) - 8.0 + fract(w); var shapePos: vec3f = slopeShape(local, w - local, grade, joins); var sd: f32 = shapePos.x; var axis: f32 = shapePos.y; var depth: f32 = shapePos.z; var time: f32 = select( 0.0, (su.x) , !mesh && (joins & 16) != 0 ); var lb: vec2f = vec2f(axis, depth); var alongWorld: vec2f = vec2f(axis, depth); var rg: f32 = step(0.72, fract((axis - dir * (select( -1.0, 1.0 ,depth < 2.0 )) * time * 30.0) * 0.5)); var belt: vec3f; if (-sd < select(0.8,1.1,mesh)) { belt = select( bandColor(lb, rg), mix(vec3f(0.22,0.25,0.29), vec3f(0.48,0.53,0.59),select( 0.35, 0.85 , depth < 2.0 )) ,mesh ); belt *= mix(0.55, 1.0, smoothstep(0.0, max(px * 1.4, 0.12), -sd)); } else if (mesh) { var cg: vec2f = abs(fract(alongWorld) - 0.5); var bw2: f32 = max(px * 0.9, 0.09); var hole: f32 = 1.0 - smoothstep(0.5 - bw2 - px, 0.5 - bw2, max(cg.x, cg.y)); var steel: vec3f = select( vec3f(0.42, 0.44, 0.5), mix(vec3f(0.42, 0.44, 0.5), own.rgb, 0.4) , dot(own.rgb, vec3f(1)) > 0.01 ); belt = mix(steel * 0.78, C * 0.8, hole); } else { var dv: vec2f = vec2f(modulo(axis, 2.0) - 1.0, depth - 2.0); var rd: f32 = length(dv); belt = vec3f(0.15, 0.16, 0.18); if (rd < 0.95) { var ang: f32 = atan2(dv.y, dv.x) - dir * time * 30.0 / 0.95; var spoke: f32 = smoothstep(0.55, 0.85, cos(ang * 3.0)); belt = mix(vec3f(0.5, 0.36, 0.25), vec3f(0.72, 0.53, 0.36), 0.5 + 0.5 * dot(normalize(dv + 1e-4), vec2f(-0.6, -0.8)) * smoothstep(0.2, 0.95, rd)); belt *= mix(1.0, 0.72, spoke * smoothstep(0.25, 0.4, rd)); belt *= mix(1.0, 0.55, smoothstep(0.82, 0.95, rd)); } } C = mix(C, belt, 1.0 - smoothstep(-px, px, sd)); } `;