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inline new glam methods
1 parent 612b55b commit cd02441

18 files changed

+39
-92
lines changed

shaders/src/a_lot_of_spheres.rs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -46,16 +46,16 @@ fn hash(n: f32) -> f32 {
4646
(n.sin() * 43758.5453).gl_fract()
4747
}
4848
fn _hash2(n: f32) -> Vec2 {
49-
(vec2(n, n + 1.0).sin() * vec2(2.1459123, 3.3490423)).gl_fract()
49+
(vec2(n, n + 1.0).sin() * vec2(2.1459123, 3.3490423)).fract_gl()
5050
}
5151
fn hash2_vec(n: Vec2) -> Vec2 {
52-
(vec2(n.x * n.y, n.x + n.y).sin() * vec2(2.1459123, 3.3490423)).gl_fract()
52+
(vec2(n.x * n.y, n.x + n.y).sin() * vec2(2.1459123, 3.3490423)).fract_gl()
5353
}
5454
fn _hash3(n: f32) -> Vec3 {
55-
(vec3(n, n + 1.0, n + 2.0).sin() * vec3(3.5453123, 4.1459123, 1.3490423)).gl_fract()
55+
(vec3(n, n + 1.0, n + 2.0).sin() * vec3(3.5453123, 4.1459123, 1.3490423)).fract_gl()
5656
}
5757
fn hash3_vec(n: Vec2) -> Vec3 {
58-
(vec3(n.x, n.y, n.x + 2.0).sin() * vec3(3.5453123, 4.1459123, 1.3490423)).gl_fract()
58+
(vec3(n.x, n.y, n.x + 2.0).sin() * vec3(3.5453123, 4.1459123, 1.3490423)).fract_gl()
5959
}
6060

6161
//

shaders/src/a_question_of_time.rs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -159,7 +159,7 @@ impl Inputs {
159159

160160
// drag your mouse to apply circle inversion
161161
if ms.y != -2.0 && ms.w > -2.0 {
162-
uv = inversion(uv, (60.0.deg_to_radians()).cos());
162+
uv = inversion(uv, 60.0.to_radians().cos());
163163
ci = ms.xy();
164164
}
165165

shaders/src/apollonian.rs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -53,7 +53,7 @@ impl State {
5353
self.orb = Vec4::splat(1000.0);
5454
let mut i = 0;
5555
while i < 8 {
56-
p = Vec3::splat(-1.0) + 2.0 * (0.5 * p + Vec3::splat(0.5)).gl_fract();
56+
p = Vec3::splat(-1.0) + 2.0 * (0.5 * p + Vec3::splat(0.5)).fract_gl();
5757

5858
let r2: f32 = p.dot(p);
5959

shaders/src/atmosphere_system_test.rs

Lines changed: 3 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -10,7 +10,6 @@
1010
//! // ----------------------------------------------------------------------------
1111
//! ```
1212
13-
use shared::*;
1413
use spirv_std::glam::{vec2, vec3, Mat3, Vec2, Vec3, Vec3Swizzles, Vec4};
1514

1615
// Note: This cfg is incorrect on its surface, it really should be "are we compiling with std", but
@@ -60,7 +59,7 @@ struct _Plane {
6059
}
6160

6261
fn rotate_around_x(angle_degrees: f32) -> Mat3 {
63-
let angle: f32 = angle_degrees.deg_to_radians();
62+
let angle: f32 = angle_degrees.to_radians();
6463
let _sin: f32 = angle.sin();
6564
let _cos: f32 = angle.cos();
6665
Mat3::from_cols_array(&[1.0, 0.0, 0.0, 0.0, _cos, -_sin, 0.0, _sin, _cos])
@@ -230,7 +229,7 @@ impl State {
230229
if overground {
231230
let tau: Vec3 = BETA_R * (optical_depth_r + optical_depth_light_r)
232231
+ BETA_M * 1.1 * (optical_depth_m + optical_depth_light_m);
233-
let attenuation: Vec3 = exp(-tau);
232+
let attenuation: Vec3 = Vec3::exp(-tau);
234233

235234
sum_r += hr * attenuation;
236235
sum_m += hm * attenuation;
@@ -245,7 +244,7 @@ impl State {
245244

246245
pub fn main_image(&mut self, frag_color: &mut Vec4, frag_coord: Vec2) {
247246
let aspect_ratio: Vec2 = vec2(self.inputs.resolution.x / self.inputs.resolution.y, 1.0);
248-
let fov: f32 = 45.0.deg_to_radians().tan();
247+
let fov: f32 = 45.0.to_radians().tan();
249248
let point_ndc: Vec2 = frag_coord / self.inputs.resolution.xy();
250249
let point_cam: Vec3 = ((2.0 * point_ndc - Vec2::ONE) * aspect_ratio * fov).extend(-1.0);
251250

shaders/src/clouds.rs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -27,7 +27,7 @@ const M: Mat2 = mat2(vec2(1.6, 1.2), vec2(-1.2, 1.6));
2727

2828
fn hash(mut p: Vec2) -> Vec2 {
2929
p = vec2(p.dot(vec2(127.1, 311.7)), p.dot(vec2(269.5, 183.3)));
30-
Vec2::splat(-1.0) + 2.0 * (p.sin() * 43758.5453123).gl_fract()
30+
Vec2::splat(-1.0) + 2.0 * (p.sin() * 43758.5453123).fract_gl()
3131
}
3232

3333
fn noise(p: Vec2) -> f32 {

shaders/src/filtering_procedurals.rs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -52,12 +52,12 @@ fn hash3(mut p: Vec3) -> Vec3 {
5252
p.dot(vec3(113.5, 271.9, 124.6)),
5353
);
5454

55-
-Vec3::ONE + 2.0 * (p.sin() * 13.5453123).gl_fract()
55+
-Vec3::ONE + 2.0 * (p.sin() * 13.5453123).fract_gl()
5656
}
5757

5858
fn noise(p: Vec3) -> f32 {
5959
let i: Vec3 = p.floor();
60-
let f: Vec3 = p.gl_fract();
60+
let f: Vec3 = p.fract_gl();
6161

6262
let u: Vec3 = f * f * (Vec3::splat(3.0) - 2.0 * f);
6363

@@ -215,7 +215,7 @@ fn tex_coords(p: Vec3) -> Vec3 {
215215
fn mytexture(mut p: Vec3, _n: Vec3, matid: f32) -> Vec3 {
216216
p += Vec3::splat(0.1);
217217
let ip: Vec3 = (p / 20.0).floor();
218-
let fp: Vec3 = (Vec3::splat(0.5) + p / 20.0).gl_fract();
218+
let fp: Vec3 = (Vec3::splat(0.5) + p / 20.0).fract_gl();
219219

220220
let mut id: f32 = ((ip.dot(vec3(127.1, 311.7, 74.7))).sin() * 58.5453123).gl_fract();
221221
id = mix(id, 0.3, matid);

shaders/src/geodesic_tiling.rs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -147,7 +147,7 @@ struct TriPoints {
147147
fn closest_tri_points(p: Vec2) -> TriPoints {
148148
let p_tri: Vec2 = CART2HEX * p;
149149
let pi: Vec2 = p_tri.floor();
150-
let pf: Vec2 = p_tri.gl_fract();
150+
let pf: Vec2 = p_tri.fract_gl();
151151

152152
let split1: f32 = pf.y.step(pf.x);
153153
let split2: f32 = pf.x.step(pf.y);

shaders/src/lib.rs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -223,7 +223,7 @@ pub fn fs(constants: &ShaderConstants, mut frag_coord: Vec2) -> Vec4 {
223223
.main_image(&mut color, frag_coord),
224224
_ => {}
225225
}
226-
pow(color.truncate(), 2.2).extend(color.w)
226+
Vec3::powf(color.truncate(), 2.2).extend(color.w)
227227
}
228228

229229
#[allow(unused_attributes)]

shaders/src/luminescence.rs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -94,7 +94,7 @@ fn _n2(x: f32, y: f32) -> f32 {
9494
}
9595

9696
fn n3(mut p: Vec3) -> f32 {
97-
p = (p * 0.3183099 + Vec3::splat(0.1)).gl_fract();
97+
p = (p * 0.3183099 + Vec3::splat(0.1)).fract_gl();
9898
p *= 17.0;
9999
(p.x * p.y * p.z * (p.x + p.y + p.z)).gl_fract()
100100
}
@@ -145,7 +145,7 @@ fn repeat(pos: Vec3, size: Vec3) -> Rc {
145145
o.h = size * 0.5;
146146
o.id = (pos / size).floor(); // used to give a unique id to each cell
147147

148-
o.p = pos.rem_euclid_vec(size) - o.h;
148+
o.p = pos.rem_euclid(size) - o.h;
149149
//o.c = o.id*size+o.h;
150150

151151
o
@@ -172,14 +172,14 @@ impl State {
172172

173173
// 3 out, 1 in... DAVE HOSKINS
174174
fn n31(p: f32) -> Vec3 {
175-
let mut p3: Vec3 = (Vec3::splat(p) * vec3(0.1031, 0.11369, 0.13787)).gl_fract();
175+
let mut p3: Vec3 = (Vec3::splat(p) * vec3(0.1031, 0.11369, 0.13787)).fract_gl();
176176
p3 += Vec3::splat(p3.dot(p3.yzx() + Vec3::splat(19.19)));
177177
vec3(
178178
(p3.x + p3.y) * p3.z,
179179
(p3.x + p3.z) * p3.y,
180180
(p3.y + p3.z) * p3.x,
181181
)
182-
.gl_fract()
182+
.fract_gl()
183183
}
184184

185185
// DE functions from IQ

shaders/src/miracle_snowflakes.rs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -74,11 +74,11 @@ const NC0: Vec4 = vec4(0.0, 157.0, 113.0, 270.0);
7474
const NC1: Vec4 = vec4(1.0, 158.0, 114.0, 271.0);
7575

7676
fn hash4(n: Vec4) -> Vec4 {
77-
(n.sin() * 1399763.5453123).gl_fract()
77+
(n.sin() * 1399763.5453123).fract_gl()
7878
}
7979
fn noise2(x: Vec2) -> f32 {
8080
let p: Vec2 = x.floor();
81-
let mut f: Vec2 = x.gl_fract();
81+
let mut f: Vec2 = x.fract_gl();
8282
f = f * f * (Vec2::splat(3.0) - 2.0 * f);
8383
let n: f32 = p.x + p.y * 157.0;
8484
let nc0 = NC0;
@@ -91,7 +91,7 @@ fn noise2(x: Vec2) -> f32 {
9191
fn noise222(x: Vec2, y: Vec2, z: Vec2) -> f32 {
9292
let lx: Vec4 = vec4(x.x * y.x, x.y * y.x, x.x * y.y, x.y * y.y);
9393
let p: Vec4 = lx.floor();
94-
let mut f: Vec4 = lx.gl_fract();
94+
let mut f: Vec4 = lx.fract_gl();
9595
f = f * f * (Vec4::splat(3.0) - 2.0 * f);
9696
let n: Vec2 = p.xz() + p.yw() * 157.0;
9797
let h: Vec4 = mix(
@@ -104,7 +104,7 @@ fn noise222(x: Vec2, y: Vec2, z: Vec2) -> f32 {
104104

105105
fn noise3(x: Vec3) -> f32 {
106106
let p: Vec3 = x.floor();
107-
let mut f: Vec3 = x.gl_fract();
107+
let mut f: Vec3 = x.fract_gl();
108108
f = f * f * (Vec3::splat(3.0) - 2.0 * f);
109109
let n: f32 = p.x + p.yz().dot(vec2(157.0, 113.0));
110110
let s1: Vec4 = mix(

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