////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // ////////////////////////////////////////////////////////////////////////////////////////// // SPDX-FileCopyrightText: Simon Schneegans // SPDX-License-Identifier: GPL-3.0-or-later ////////////////////////////////////////////////////////////////////////////////////////// // This file is automatically included in each shader. // ////////////////////////////////////////////////////////////////////////////////////////// // --------------------------------------------------------------------- standard uniforms // Each shader can access these standard input values: // vec2 iTexCoord: Texture coordinates for retrieving the window input color. // bool uIsFullscreen: True if the window is maximized or in fullscreen mode. // bool uForOpening: True if a window-open animation is ongoing, false otherwise. // float uProgress: A value which transitions from 0 to 1 during the animation. // float uDuration: The duration of the current animation in seconds. // vec2 uSize: The size of uTexture in pixels. // float uPadding: The empty area around the actual window (e.g. where the shadow // is drawn). For now, this will only be set on GNOME. // Furthermore, there are two global methods for reading the window input color and // setting the shader output color. Both methods assume straight alpha: // vec4 getInputColor(vec2 coords) // void setOutputColor(vec4 outColor) uniform bool uForOpening; uniform bool uIsFullscreen; uniform float uProgress; uniform float uDuration; #if defined(KWIN) // -------------------------------------------------------------------- #if defined(PLASMA6) #include "colormanagement.glsl" #endif uniform sampler2D sampler; uniform int textureWidth; uniform int textureHeight; in vec2 texcoord0; out vec4 fragColor; vec2 uSize = vec2(textureWidth, textureHeight); vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y); float uPadding = 0.0; vec4 getInputColor(vec2 coords) { vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y)); if (color.a > 0.0) { color.rgb /= color.a; } return color; } void setOutputColor(vec4 outColor) { // If a uniform is not used, it will be optimized away. This condition is always // false, but it will prevent the compiler from optimizing away the uniforms uForOpening // and uIsFullscreen. On KWin, we need to do this as we do not have a way to check if a // uniform is used in the shader. if (outColor.a > 1000.0 && uForOpening && uIsFullscreen) { outColor = vec4(0.0); } fragColor = vec4(outColor.rgb * outColor.a, outColor.a); #if defined(PLASMA6) fragColor = sourceEncodingToNitsInDestinationColorspace(fragColor); fragColor = nitsToDestinationEncoding(fragColor); #endif } #elif defined(KWIN_LEGACY) // ----------------------------------------------------------- #if defined(PLASMA6) #include "colormanagement.glsl" #endif uniform sampler2D sampler; uniform int textureWidth; uniform int textureHeight; varying vec2 texcoord0; vec2 uSize = vec2(textureWidth, textureHeight); vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y); float uPadding = 0.0; vec4 getInputColor(vec2 coords) { vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y)); if (color.a > 0.0) { color.rgb /= color.a; } return color; } void setOutputColor(vec4 outColor) { // If a uniform is not used, it will be optimized away. This condition is always // false, but it will prevent the compiler from optimizing away the uniforms uForOpening // and uIsFullscreen. On KWin, we need to do this as we do not have a way to check if a // uniform is used in the shader. if (outColor.a > 1000.0 && uForOpening && uIsFullscreen) { outColor = vec4(0.0); } gl_FragColor = vec4(outColor.rgb * outColor.a, outColor.a); #if defined(PLASMA6) fragColor = sourceEncodingToNitsInDestinationColorspace(fragColor); fragColor = nitsToDestinationEncoding(fragColor); #endif } #else // GNOME -------------------------------------------------------------------------- // On GNOME, the uniforms are just normal uniforms. uniform sampler2D uTexture; uniform vec2 uSize; uniform float uPadding; // On GNOME, we set iTexCoord to be an alias for the cogl variables. #define iTexCoord vec2(cogl_tex_coord_in[0]) // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied. vec4 getInputColor(vec2 coords) { vec4 color = texture2D(uTexture, coords); if (color.a > 0.0) { color.rgb /= color.a; } return color; } void setOutputColor(vec4 outColor) { cogl_color_out = outColor; } #endif // ------------------------------------------------------------------------------- // A simple blur function vec4 getBlurredInputColor(vec2 uv, float radius, float samples) { // Initialize the color accumulator to zero. vec4 color = vec4(0.0); // Define a constant for 2 * PI (tau), which represents a full circle in radians. const float tau = 6.28318530718; // Number of directions for sampling around the circle. const float directions = 15.0; // Outer loop iterates over multiple directions evenly spaced around a circle. for (float d = 0.0; d < tau; d += tau / directions) { // Inner loop samples along each direction, with decreasing intensity. for (float s = 0.0; s < 1.0; s += 1.0 / samples) { // Calculate the offset for this sample based on direction, radius, and step. // The (1.0 - s) term ensures more sampling occurs closer to the center. vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize; // Add the sampled color at the offset position to the accumulator. color += getInputColor(uv + offset); } } // Normalize the accumulated color by dividing by the total number of samples // and directions to ensure the result is averaged. return color / samples / directions; } // ----------------------------------------------------------------- compositing operators // The Shell.GLSLEffect uses straight alpha blending. This helper method allows // compositing color values in the shader in the same way. vec4 alphaOver(vec4 under, vec4 over) { if (under.a == 0.0 && over.a == 0.0) { return vec4(0.0); } float alpha = mix(under.a, 1.0, over.a); return vec4(mix(under.rgb * under.a, over.rgb, over.a) / alpha, alpha); } // ------------------------------------------------------------------------- color helpers // Maps the given value from [0..1] to the given colors. vec3 tritone(float val, vec3 shadows, vec3 midtones, vec3 highlights) { if (val < 0.5) { return mix(shadows, midtones, smoothstep(0.0, 1.0, val * 2.0)); } return mix(midtones, highlights, smoothstep(0.0, 1.0, val * 2.0 - 1.0)); } // Darkens the given color. If fac is zero, the color will not change, if fac is one, the // color will be black. vec3 darken(vec3 color, float fac) { return color * (1.0 - fac); } // Lightens the given color. If fac is zero, the color will not change, if fac is one, the // color will be white. vec3 lighten(vec3 color, float fac) { return color + (vec3(1.0) - color) * fac; } // change the color based on an offset amount vec3 offsetHue(vec3 color, float hueOffset) { // Convert RGB to HSV float maxC = max(max(color.r, color.g), color.b); float minC = min(min(color.r, color.g), color.b); float delta = maxC - minC; float hue = 0.0; if (delta > 0.0) { if (maxC == color.r) { hue = mod((color.g - color.b) / delta, 6.0); } else if (maxC == color.g) { hue = (color.b - color.r) / delta + 2.0; } else { hue = (color.r - color.g) / delta + 4.0; } } hue /= 6.0; float saturation = (maxC > 0.0) ? (delta / maxC) : 0.0; float value = maxC; // Offset the hue hue = mod(hue + hueOffset, 1.0); // Convert HSV back to RGB float c = value * saturation; float x = c * (1.0 - abs(mod(hue * 6.0, 2.0) - 1.0)); float m = value - c; vec3 rgb; if (hue < 1.0 / 6.0) { rgb = vec3(c, x, 0.0); } else if (hue < 2.0 / 6.0) { rgb = vec3(x, c, 0.0); } else if (hue < 3.0 / 6.0) { rgb = vec3(0.0, c, x); } else if (hue < 4.0 / 6.0) { rgb = vec3(0.0, x, c); } else if (hue < 5.0 / 6.0) { rgb = vec3(x, 0.0, c); } else { rgb = vec3(c, 0.0, x); } return rgb + m; } // ---------------------------------------------------------------------- easing functions // Here are some basic easing function. More can be added if required! // Taken from here: // https://gitlab.gnome.org/GNOME/mutter/-/blob/main/clutter/clutter/clutter-easing.c float easeOutQuad(float x) { return -1.0 * x * (x - 2.0); } float easeInQuad(float x) { return x * x; } float easeInBack(float x, float e) { return x * x * ((e + 1.0) * x - e); } float easeOutBack(float x, float e) { float p = x - 1.0; return p * p * ((e + 1.0) * p + e) + 1.0; } // https://easings.net/ /* Easing functions define the rate of change of a parameter over time, commonly used in animations, UI transitions, and game development. They provide a way to make movements more natural or visually appealing rather than linear and mechanical. Popular categories of easing functions include: Linear: Constant speed from start to finish. Quadratic (Ease In, Ease Out, Ease In Out): Changes at varying rates, with smoother starts or stops. Cubic: Similar to quadratic but allows for even more nuanced transitions. Exponential: Drastic changes at the start or end, often used for dramatic effects. Bounce: Mimics a bouncing object with oscillations. Elastic: Simulates the behavior of a spring, with overshooting and oscillations. Below are text-based "graphs" of some easing functions, where the horizontal axis represents time and the vertical axis represents progress. */ // Quadratic Easing // Smooth acceleration and deceleration using quadratic (t^2) curves. float easeInOutQuad(float t) { // Accelerates for the first half, decelerates for the second half. return t < 0.5 ? 2.0 * t * t : -1.0 + (4.0 - 2.0 * t) * t; } // Cubic Easing // Smoother transitions compared to quadratic easing using cubic (t^3) curves. float easeInCubic(float t) { // Starts slow and accelerates as t increases. return t * t * t; } float easeOutCubic(float t) { // Starts fast and decelerates as t approaches 1.0. float f = t - 1.0; return f * f * f + 1.0; } float easeInOutCubic(float t) { // Combines easeIn and easeOut cubic behavior for smooth transitions. return t < 0.5 ? 4.0 * t * t * t : (t - 1.0) * (2.0 * t - 2.0) * (2.0 * t - 2.0) + 1.0; } // Quartic Easing // Even smoother transitions than cubic, using quartic (t^4) curves. float easeInQuart(float t) { // Starts very slow and accelerates steeply. return t * t * t * t; } float easeOutQuart(float t) { // Starts steeply and slows down dramatically. float f = t - 1.0; return 1.0 - f * f * f * f; } float easeInOutQuart(float t) { // Combines easeIn and easeOut quartic behavior for very smooth transitions. return t < 0.5 ? 8.0 * t * t * t * t : 1.0 - 8.0 * (t - 1.0) * (t - 1.0) * (t - 1.0) * (t - 1.0); } // Sine Easing // Smooth, wave-like acceleration and deceleration using sine curves. float easeInSine(float t) { // Starts very slow, following a sine wave curve. return 1.0 - cos((t * 3.141592653589793) / 2.0); } float easeOutSine(float t) { // Starts fast and slows down following a sine wave curve. return sin((t * 3.141592653589793) / 2.0); } float easeInOutSine(float t) { // Smooth start and end, mimicking half a sine wave. return -0.5 * (cos(3.141592653589793 * t) - 1.0); } // Exponential Easing // Sharp transitions with rapid acceleration and deceleration. float easeInExpo(float t) { // Very slow start, accelerates exponentially. return t == 0.0 ? 0.0 : pow(2.0, 10.0 * (t - 1.0)); } float easeOutExpo(float t) { // Starts fast and slows down exponentially. return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t); } float easeInOutExpo(float t) { // Combines easeIn and easeOut exponential for sharp transitions. if (t == 0.0) return 0.0; if (t == 1.0) return 1.0; return t < 0.5 ? 0.5 * pow(2.0, 20.0 * t - 10.0) : 1.0 - 0.5 * pow(2.0, -20.0 * t + 10.0); } // Back Easing // Creates an overshooting effect for more dynamic animations. float easeInOutBack(float t) { // Uses constants to define the overshooting magnitude. const float c1 = 1.70158; const float c2 = c1 * 1.525; return t < 0.5 ? (pow(2.0 * t, 2.0) * ((c2 + 1.0) * 2.0 * t - c2)) / 2.0 : (pow(2.0 * t - 2.0, 2.0) * ((c2 + 1.0) * (t * 2.0 - 2.0) + c2) + 2.0) / 2.0; } // --------------------------------------------------------------------- edge mask helpers // This method returns a mask which smoothly transitions towards zero when approaching // the window's borders. If the window is currently maximized or in fullscreen mode, this // will return 1.0 everywhere. There is a variant which takes the transition area width in // pixels and one which takes this as a percentage. float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) { float mask = 1.0; if (!uIsFullscreen) { mask *= smoothstep(0.0, 1.0, clamp(uv.x / fadeWidth, 0.0, 1.0)); mask *= smoothstep(0.0, 1.0, clamp(uv.y / fadeWidth, 0.0, 1.0)); mask *= smoothstep(0.0, 1.0, clamp((maxUV.x - uv.x) / fadeWidth, 0.0, 1.0)); mask *= smoothstep(0.0, 1.0, clamp((maxUV.y - uv.y) / fadeWidth, 0.0, 1.0)); } return mask; } // Returns an edge mask which fades to zero at the boundaries of the actor. The width of // the fade zone is given in pixels. This uses the standard uniforms uSize and uPadding. // This means that the fading zone is not actually at the actors boundaries but at the // position of the window border in the texture. // The offset parameter controls whether the fading is placed inside the window borders // (offset = 0), ontop the window borders (offset = 0.5) or outside the window borders // (offset = 1). float getAbsoluteEdgeMask(float fadePixels, float offset) { float padding = max(0.0, uPadding - fadePixels * offset); vec2 uv = iTexCoord.st * uSize - padding; return getEdgeMask(uv, uSize - 2.0 * padding, fadePixels); } // Returns an edge mask which fades to zero at the boundaries of the actor. The width of // the fade zone is given relative to the actor size. This neither uses uSize and // uPadding. float getRelativeEdgeMask(float fadeAmount) { vec2 uv = iTexCoord.st; return getEdgeMask(uv, vec2(1.0), fadeAmount); } // ------------------------------------------------------------------------------- 2D math // The math for the whirling is inspired by this post: // http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl vec2 whirl(vec2 coords, float warping, float rotation) { float angle = pow(1.0 - length(coords), 2.0) * warping + rotation; float s = sin(angle); float c = cos(angle); return vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c))); } // Returns the shortest distance between the given point and the line defined by "origin" // and "direction". float distToLine(vec2 origin, vec2 direction, vec2 point) { vec2 perpendicular = vec2(direction.y, -direction.x); return abs(dot(normalize(perpendicular), origin - point)); } // Returns a positive number if a -> b forms a clockwise corner, or a negative number if // the corner is counter-clockwise. float getWinding(vec2 a, vec2 b) { return cross(vec3(a, 0.0), vec3(b, 0.0)).z; } // Rotates the given 2D vector a clockwise by the angle alpha (given in radians). vec2 rotate(vec2 a, float angle) { return vec2(a.x * cos(angle) - a.y * sin(angle), a.x * sin(angle) + a.y * cos(angle)); } // rotates a given 2d vector, around a given center (angle is in radians) vec2 rotate(vec2 a, float angle, vec2 center) { return vec2(cos(angle) * (a.x - center.x) + sin(angle) * (a.y - center.y) + center.x, cos(angle) * (a.y - center.y) - sin(angle) * (a.x - center.x) + center.y); } // --------------------------------------------------------------------------------- noise // These noise algorithms are based on implementations by various authors from // shadertoy.com, which are all available under the MIT License. See the respective links // in the comments below. // Hash functions // MIT License, https://www.shadertoy.com/view/4djSRW // Copyright (c) 2014 David Hoskins. // 1 out, 1 in... float hash11(float p) { p = fract(p * .1031); p *= p + 33.33; p *= p + p; return fract(p); } // 1 out, 2 in... float hash12(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * .1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } // 1 out, 3 in... float hash13(vec3 p3) { p3 = fract(p3 * .1031); p3 += dot(p3, p3.zyx + 31.32); return fract((p3.x + p3.y) * p3.z); } // 2 out, 1 in... vec2 hash21(float p) { vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973)); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.xx + p3.yz) * p3.zy); } // 2 out, 2 in... vec2 hash22(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973)); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.xx + p3.yz) * p3.zy); } // 2 out, 3 in... vec2 hash23(vec3 p3) { p3 = fract(p3 * vec3(.1031, .1030, .0973)); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.xx + p3.yz) * p3.zy); } // 3 out, 1 in... vec3 hash31(float p) { vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973)); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.xxy + p3.yzz) * p3.zyx); } // 3 out, 2 in... vec3 hash32(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973)); p3 += dot(p3, p3.yxz + 33.33); return fract((p3.xxy + p3.yzz) * p3.zyx); } // 3 out, 3 in... vec3 hash33(vec3 p3) { p3 = fract(p3 * vec3(.1031, .1030, .0973)); p3 += dot(p3, p3.yxz + 33.33); return fract((p3.xxy + p3.yxx) * p3.zyx); } // 4 out, 1 in... vec4 hash41(float p) { vec4 p4 = fract(vec4(p) * vec4(.1031, .1030, .0973, .1099)); p4 += dot(p4, p4.wzxy + 33.33); return fract((p4.xxyz + p4.yzzw) * p4.zywx); } // 4 out, 2 in... vec4 hash42(vec2 p) { vec4 p4 = fract(vec4(p.xyxy) * vec4(.1031, .1030, .0973, .1099)); p4 += dot(p4, p4.wzxy + 33.33); return fract((p4.xxyz + p4.yzzw) * p4.zywx); } // 4 out, 3 in... vec4 hash43(vec3 p) { vec4 p4 = fract(vec4(p.xyzx) * vec4(.1031, .1030, .0973, .1099)); p4 += dot(p4, p4.wzxy + 33.33); return fract((p4.xxyz + p4.yzzw) * p4.zywx); } // 4 out, 4 in... vec4 hash44(vec4 p4) { p4 = fract(p4 * vec4(.1031, .1030, .0973, .1099)); p4 += dot(p4, p4.wzxy + 33.33); return fract((p4.xxyz + p4.yzzw) * p4.zywx); } // 2D Simplex Noise // MIT License, https://www.shadertoy.com/view/Msf3WH // Copyright © 2013 Inigo Quilez float simplex2D(vec2 p) { const float K1 = 0.366025404; // (sqrt(3)-1)/2; const float K2 = 0.211324865; // (3-sqrt(3))/6; vec2 i = floor(p + (p.x + p.y) * K1); vec2 a = p - i + (i.x + i.y) * K2; float m = step(a.y, a.x); vec2 o = vec2(m, 1.0 - m); vec2 b = a - o + K2; vec2 c = a - 1.0 + 2.0 * K2; vec3 h = max(0.5 - vec3(dot(a, a), dot(b, b), dot(c, c)), 0.0); vec3 n = h * h * h * h * vec3(dot(a, -1.0 + 2.0 * hash22(i + 0.0)), dot(b, -1.0 + 2.0 * hash22(i + o)), dot(c, -1.0 + 2.0 * hash22(i + 1.0))); return 0.5 + 0.5 * dot(n, vec3(70.0)); } float simplex2DFractal(vec2 p) { mat2 m = mat2(1.6, 1.2, -1.2, 1.6); float f = 0.5000 * simplex2D(p); p = m * p; f += 0.2500 * simplex2D(p); p = m * p; f += 0.1250 * simplex2D(p); p = m * p; f += 0.0625 * simplex2D(p); p = m * p; return f; } // 3D Simplex Noise // MIT License, https://www.shadertoy.com/view/XsX3zB // Copyright © 2013 Nikita Miropolskiy float simplex3D(vec3 p) { // skew constants for 3D simplex functions const float F3 = 0.3333333; const float G3 = 0.1666667; // 1. find current tetrahedron T and it's four vertices // s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices // x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertice // calculate s and x vec3 s = floor(p + dot(p, vec3(F3))); vec3 x = p - s + dot(s, vec3(G3)); // calculate i1 and i2 vec3 e = step(vec3(0.0), x - x.yzx); vec3 i1 = e * (1.0 - e.zxy); vec3 i2 = 1.0 - e.zxy * (1.0 - e); // x1, x2, x3 vec3 x1 = x - i1 + G3; vec3 x2 = x - i2 + 2.0 * G3; vec3 x3 = x - 1.0 + 3.0 * G3; // 2. find four surflets and store them in d vec4 w, d; // calculate surflet weights w.x = dot(x, x); w.y = dot(x1, x1); w.z = dot(x2, x2); w.w = dot(x3, x3); // w fades from 0.6 at the center of the surflet to 0.0 at the margin w = max(0.6 - w, 0.0); // calculate surflet components d.x = dot(-0.5 + hash33(s), x); d.y = dot(-0.5 + hash33(s + i1), x1); d.z = dot(-0.5 + hash33(s + i2), x2); d.w = dot(-0.5 + hash33(s + 1.0), x3); // multiply d by w^4 w *= w; w *= w; d *= w; // 3. return the sum of the four surflets return dot(d, vec4(52.0)) * 0.5 + 0.5; } // Directional artifacts can be reduced by rotating each octave float simplex3DFractal(vec3 m) { // const matrices for 3D rotation const mat3 rot1 = mat3(-0.37, 0.36, 0.85, -0.14, -0.93, 0.34, 0.92, 0.01, 0.4); const mat3 rot2 = mat3(-0.55, -0.39, 0.74, 0.33, -0.91, -0.24, 0.77, 0.12, 0.63); const mat3 rot3 = mat3(-0.71, 0.52, -0.47, -0.08, -0.72, -0.68, -0.7, -0.45, 0.56); return 0.5333333 * simplex3D(m * rot1) + 0.2666667 * simplex3D(2.0 * m * rot2) + 0.1333333 * simplex3D(4.0 * m * rot3) + 0.0666667 * simplex3D(8.0 * m); } // --------------------------------------------------------------------------------- remap /* These functions remap a given value from one range to another. The remap operation is particularly useful in shader programming to scale or normalize data, ensuring compatibility across various input ranges. Each version of the remap function supports a different data type: 1. float: Remap a single scalar value. 2. vec2: Remap a 2D vector. 3. vec3: Remap a 3D vector. 4. vec4: Remap a 4D vector. The general formula used is: newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin) This ensures a linear transformation from the old range to the new range. */ // Remap for float // Maps a float value from one range [oldMin, oldMax] to another range [newMin, newMax]. // This is useful for normalizing or scaling scalar values to fit within a desired range. float remap(float value, float oldMin, float oldMax, float newMin, float newMax) { return clamp(newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMin, newMax); } // Remap for vec2 // Maps a 2D vector (vec2) from one range [oldMin, oldMax] to another range [newMin, // newMax]. Each component of the vec2 is individually scaled and transformed. vec2 remap(vec2 value, vec2 oldMin, vec2 oldMax, vec2 newMin, vec2 newMax) { return clamp(newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMin, newMax); } // Remap for vec3 // Maps a 3D vector (vec3) from one range [oldMin, oldMax] to another range [newMin, // newMax]. Each component of the vec3 is individually scaled and transformed. vec3 remap(vec3 value, vec3 oldMin, vec3 oldMax, vec3 newMin, vec3 newMax) { return clamp(newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMin, newMax); } // Remap for vec4 // Maps a 4D vector (vec4) from one range [oldMin, oldMax] to another range [newMin, // newMax]. Each component of the vec4 is individually scaled and transformed. vec4 remap(vec4 value, vec4 oldMin, vec4 oldMax, vec4 newMin, vec4 newMax) { return clamp(newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMin, newMax); }