fix:TextInput support hot update;feat:add zero color and update
algorithm
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@@ -2,14 +2,51 @@
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in vec3 vNormal;
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in vec3 vWorldPos;
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in vec2 vUV;
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out vec4 FragColor;
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uniform vec3 uCameraPos;
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uniform vec3 uLightDir;
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uniform vec3 uColor;
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uniform sampler2D uHeightTex;
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uniform float uMinV;
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uniform float uMaxV;
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uniform vec2 uTexelSize;
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uniform vec3 uColorZero;
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uniform vec3 uColorLow;
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uniform vec3 uColorMid;
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uniform vec3 uColorHigh;
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float saturate(float x) { return clamp(x, 0.0, 1.0); }
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float value01(float v) {
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return saturate((v - uMinV) / max(uMaxV - uMinV, 1e-6));
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}
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vec3 colorRamp(float t) {
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if (t < 0.5) {
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return mix(uColorLow, uColorMid, t / 0.5);
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}
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return mix(uColorMid, uColorHigh, (t - 0.5) / 0.5);
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}
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float maxNeighborValue(vec2 uv) {
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vec2 texSizeF = 1.0 / uTexelSize;
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ivec2 texSizeI = ivec2(max(vec2(1.0), floor(texSizeF + 0.5)));
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ivec2 maxCoord = texSizeI - ivec2(1);
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vec2 texelF = clamp(uv * texSizeF, vec2(0.0), vec2(maxCoord));
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ivec2 base = ivec2(floor(texelF));
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ivec2 base10 = min(base + ivec2(1, 0), maxCoord);
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ivec2 base01 = min(base + ivec2(0, 1), maxCoord);
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ivec2 base11 = min(base + ivec2(1, 1), maxCoord);
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float v00 = texelFetch(uHeightTex, base, 0).r;
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float v10 = texelFetch(uHeightTex, base10, 0).r;
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float v01 = texelFetch(uHeightTex, base01, 0).r;
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float v11 = texelFetch(uHeightTex, base11, 0).r;
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return max(max(v00, v10), max(v01, v11));
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}
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void main() {
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vec3 N = normalize(vNormal);
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vec3 L = normalize(uLightDir);
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@@ -19,7 +56,16 @@ void main() {
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float diff = saturate(dot(N, L));
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float spec = pow(saturate(dot(N, H)), 24.0);
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vec3 col = uColor * (0.35 + 0.65 * diff);
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float vC = texture(uHeightTex, vUV).r;
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bool isZero = abs(vC) <= 1e-6;
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float t = value01(vC);
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float m = maxNeighborValue(vUV);
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float eps = max(1e-4, 0.001 * (uMaxV - uMinV));
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float force = smoothstep(uMaxV - eps, uMaxV, m);
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t = max(t, force);
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vec3 base = isZero ? uColorZero : colorRamp(t);
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vec3 col = base * (0.35 + 0.65 * diff);
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col += vec3(1.0) * spec * 0.10;
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FragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
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}
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@@ -2,14 +2,17 @@
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aUV;
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out vec3 vNormal;
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out vec3 vWorldPos;
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out vec2 vUV;
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uniform mat4 uMVP;
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void main() {
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vNormal = aNormal;
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vWorldPos = aPos;
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vUV = aUV;
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gl_Position = uMVP * vec4(aPos, 1.0);
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}
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@@ -6,6 +6,7 @@ out vec4 FragColor;
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uniform float uMinV;
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uniform float uMaxV;
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uniform vec3 uColorZero;
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uniform vec3 uColorLow;
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uniform vec3 uColorMid;
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uniform vec3 uColorHigh;
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@@ -112,7 +113,8 @@ void main() {
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// data color directly (no remaining gold tint), while preserving depth cues.
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vec3 metalBase = vec3(0.98, 0.82, 0.30);
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float value01 = clamp((vValue - uMinV) / max(1e-6, (uMaxV - uMinV)), 0.0, 1.0);
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vec3 dataCol = dataColorRamp(value01);
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bool isZero = abs(vValue) <= 1e-6;
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vec3 dataCol = isZero ? uColorZero : dataColorRamp(value01);
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bool hasData = (uHasData != 0);
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vec3 baseColor = hasData ? dataCol : metalBase;
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@@ -12,6 +12,7 @@ uniform vec2 uTexelSize;
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uniform vec2 uPlaneSize;
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uniform vec3 uCameraPos;
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uniform vec3 uLightDir;
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uniform vec3 uColorZero;
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uniform vec3 uColorLow;
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uniform vec3 uColorMid;
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uniform vec3 uColorHigh;
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@@ -22,6 +23,24 @@ float value01(float v) {
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return saturate((v - uMinV) / max(uMaxV - uMinV, 1e-6));
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}
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float maxNeighborValue(vec2 uv) {
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vec2 texSizeF = 1.0 / uTexelSize;
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ivec2 texSizeI = ivec2(max(vec2(1.0), floor(texSizeF + 0.5)));
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ivec2 maxCoord = texSizeI - ivec2(1);
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vec2 texelF = clamp(uv * texSizeF, vec2(0.0), vec2(maxCoord));
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ivec2 base = ivec2(floor(texelF));
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ivec2 base10 = min(base + ivec2(1, 0), maxCoord);
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ivec2 base01 = min(base + ivec2(0, 1), maxCoord);
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ivec2 base11 = min(base + ivec2(1, 1), maxCoord);
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float v00 = texelFetch(uHeightTex, base, 0).r;
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float v10 = texelFetch(uHeightTex, base10, 0).r;
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float v01 = texelFetch(uHeightTex, base01, 0).r;
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float v11 = texelFetch(uHeightTex, base11, 0).r;
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return max(max(v00, v10), max(v01, v11));
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}
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vec3 colorRamp(float t) {
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if (t < 0.5) {
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return mix(uColorLow, uColorMid, t / 0.5);
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@@ -31,8 +50,13 @@ vec3 colorRamp(float t) {
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void main() {
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float vC = texture(uHeightTex, vUV).r;
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bool isZero = abs(vC) <= 1e-6;
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float t = value01(vC);
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vec3 base = colorRamp(t);
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float m = maxNeighborValue(vUV);
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float eps = max(1e-4, 0.001 * (uMaxV - uMinV));
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float force = smoothstep(uMaxV - eps, uMaxV, m);
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t = max(t, force);
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vec3 base = isZero ? uColorZero : colorRamp(t);
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float vL = texture(uHeightTex, vUV - vec2(uTexelSize.x, 0.0)).r;
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float vR = texture(uHeightTex, vUV + vec2(uTexelSize.x, 0.0)).r;
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