mirror of
https://github.com/psychopy/psychojs.git
synced 2025-05-10 18:50:54 +00:00
radial stim generation in shaders;
This commit is contained in:
parent
fa731254bc
commit
36cdf51a87
@ -26,6 +26,7 @@ import gaussShader from "./shaders/gaussShader.frag";
|
||||
import crossShader from "./shaders/crossShader.frag";
|
||||
import radRampShader from "./shaders/radRampShader.frag";
|
||||
import raisedCosShader from "./shaders/raisedCosShader.frag";
|
||||
import radialStim from "./shaders/radialShader.frag";
|
||||
|
||||
/**
|
||||
* Grating Stimulus.
|
||||
@ -263,6 +264,15 @@ export class GratingStim extends VisualStim
|
||||
uColor: [1., 1., 1.],
|
||||
uAlpha: 1.0
|
||||
}
|
||||
},
|
||||
radialStim: {
|
||||
shader: radialStim,
|
||||
uniforms: {
|
||||
uFreq: 20.0,
|
||||
uPhase: 0.0,
|
||||
uColor: [1., 1., 1.],
|
||||
uAlpha: 1.0
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
@ -742,7 +752,8 @@ export class GratingStim extends VisualStim
|
||||
const maskMesh = this._getPixiMeshFromPredefinedShaders(this._mask);
|
||||
const rt = PIXI.RenderTexture.create({
|
||||
width: this._size_px[0],
|
||||
height: this._size_px[1]
|
||||
height: this._size_px[1],
|
||||
scaleMode: this._interpolate ? PIXI.SCALE_MODES.LINEAR : PIXI.SCALE_MODES.NEAREST
|
||||
});
|
||||
this.win._renderer.render(maskMesh, {
|
||||
renderTexture: rt
|
||||
|
36
src/visual/shaders/radialShader.frag
Normal file
36
src/visual/shaders/radialShader.frag
Normal file
@ -0,0 +1,36 @@
|
||||
/**
|
||||
* Radial grating.
|
||||
*
|
||||
* @author Nikita Agafonov
|
||||
* @copyright (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
|
||||
* @license Distributed under the terms of the MIT License
|
||||
* @description Creates 2d radial grating image. Based on https://www.shadertoy.com/view/wtjGzt
|
||||
* @usedby GratingStim.js
|
||||
*/
|
||||
|
||||
#version 300 es
|
||||
precision mediump float;
|
||||
|
||||
in vec2 vUvs;
|
||||
out vec4 shaderOut;
|
||||
uniform float uFreq;
|
||||
uniform float uPhase;
|
||||
uniform vec3 uColor;
|
||||
uniform float uAlpha;
|
||||
|
||||
#define M_PI 3.14159265358979
|
||||
#define PI2 2.* M_PI
|
||||
|
||||
float aastep(float x) { // --- antialiased step(.5)
|
||||
float w = fwidth(x); // pixel width. NB: x must not be discontinuous or factor discont out
|
||||
return smoothstep(.7,-.7,(abs(fract(x-.25)-.5)-.25)/w); // just use (offseted) smooth squares
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = vUvs * 2. - 1.;
|
||||
// converting first to [-1, 1] space to get the proper color functionality
|
||||
// then back to [0, 1]
|
||||
float v = uFreq * atan(uv.y, uv.x) / 6.28;
|
||||
float s = aastep(v) * 2. - 1.;
|
||||
shaderOut = vec4(vec3(s) * uColor * .5 + .5, 1.0) * uAlpha;
|
||||
}
|
Loading…
Reference in New Issue
Block a user