@export ecgl.forceAtlas2.updateNodeRepulsion #define NODE_COUNT 0 uniform sampler2D positionTex; uniform vec2 textureSize; uniform float gravity; uniform float scaling; uniform vec2 gravityCenter; uniform bool strongGravityMode; uniform bool preventOverlap; varying vec2 v_Texcoord; void main() { vec4 n0 = texture2D(positionTex, v_Texcoord); vec2 force = vec2(0.0); for (int i = 0; i < NODE_COUNT; i++) { vec2 uv = vec2( mod(float(i), textureSize.x) / (textureSize.x - 1.0), floor(float(i) / textureSize.x) / (textureSize.y - 1.0) ); vec4 n1 = texture2D(positionTex, uv); vec2 dir = n0.xy - n1.xy; float d2 = dot(dir, dir); if (d2 > 0.0) { float factor = 0.0; if (preventOverlap) { float d = sqrt(d2); d = d - n0.w - n1.w; if (d > 0.0) { factor = scaling * n0.z * n1.z / (d * d); } else if (d < 0.0) { // A stronger repulsion if overlap factor = scaling * 100.0 * n0.z * n1.z; } } else { // Divide factor by an extra `d` to normalize the `v` factor = scaling * n0.z * n1.z / d2; } force += dir * factor; } } // Gravity vec2 dir = gravityCenter - n0.xy; float d = 1.0; if (!strongGravityMode) { d = length(dir); } force += dir * n0.z * gravity / (d + 1.0); gl_FragColor = vec4(force, 0.0, 1.0); } @end @export ecgl.forceAtlas2.updateEdgeAttraction.vertex attribute vec2 node1; attribute vec2 node2; attribute float weight; uniform sampler2D positionTex; uniform float edgeWeightInfluence; uniform bool preventOverlap; uniform bool linLogMode; uniform vec2 windowSize: WINDOW_SIZE; varying vec2 v_Force; void main() { vec4 n0 = texture2D(positionTex, node1); vec4 n1 = texture2D(positionTex, node2); vec2 dir = n1.xy - n0.xy; float d = length(dir); float w; if (edgeWeightInfluence == 0.0) { w = 1.0; } else if (edgeWeightInfluence == 1.0) { w = weight; } else { w = pow(weight, edgeWeightInfluence); } // Add 0.5 offset. // PENDING. vec2 offset = vec2(1.0 / windowSize.x, 1.0 / windowSize.y); vec2 scale = vec2((windowSize.x - 1.0) / windowSize.x, (windowSize.y - 1.0) / windowSize.y); vec2 pos = node1 * scale * 2.0 - 1.0; gl_Position = vec4(pos + offset, 0.0, 1.0); gl_PointSize = 1.0; float factor; if (preventOverlap) { d = d - n1.w - n0.w; } if (d <= 0.0) { v_Force = vec2(0.0); return; } if (linLogMode) { // Divide factor by an extra `d` to normalize the `v` factor = w * log(d) / d; } else { factor = w; } v_Force = dir * factor; } @end @export ecgl.forceAtlas2.updateEdgeAttraction.fragment varying vec2 v_Force; void main() { gl_FragColor = vec4(v_Force, 0.0, 0.0); } @end @export ecgl.forceAtlas2.calcWeightedSum.vertex attribute vec2 node; varying vec2 v_NodeUv; void main() { v_NodeUv = node; gl_Position = vec4(0.0, 0.0, 0.0, 1.0); gl_PointSize = 1.0; } @end @export ecgl.forceAtlas2.calcWeightedSum.fragment varying vec2 v_NodeUv; uniform sampler2D positionTex; uniform sampler2D forceTex; uniform sampler2D forcePrevTex; void main() { vec2 force = texture2D(forceTex, v_NodeUv).rg; vec2 forcePrev = texture2D(forcePrevTex, v_NodeUv).rg; float mass = texture2D(positionTex, v_NodeUv).z; float swing = length(force - forcePrev) * mass; float traction = length(force + forcePrev) * 0.5 * mass; gl_FragColor = vec4(swing, traction, 0.0, 0.0); } @end @export ecgl.forceAtlas2.calcGlobalSpeed uniform sampler2D globalSpeedPrevTex; uniform sampler2D weightedSumTex; uniform float jitterTolerence; void main() { vec2 weightedSum = texture2D(weightedSumTex, vec2(0.5)).xy; float prevGlobalSpeed = texture2D(globalSpeedPrevTex, vec2(0.5)).x; float globalSpeed = jitterTolerence * jitterTolerence // traction / swing * weightedSum.y / weightedSum.x; if (prevGlobalSpeed > 0.0) { globalSpeed = min(globalSpeed / prevGlobalSpeed, 1.5) * prevGlobalSpeed; } gl_FragColor = vec4(globalSpeed, 0.0, 0.0, 1.0); } @end @export ecgl.forceAtlas2.updatePosition uniform sampler2D forceTex; uniform sampler2D forcePrevTex; uniform sampler2D positionTex; uniform sampler2D globalSpeedTex; varying vec2 v_Texcoord; void main() { vec2 force = texture2D(forceTex, v_Texcoord).xy; vec2 forcePrev = texture2D(forcePrevTex, v_Texcoord).xy; vec4 node = texture2D(positionTex, v_Texcoord); float globalSpeed = texture2D(globalSpeedTex, vec2(0.5)).r; float swing = length(force - forcePrev); float speed = 0.1 * globalSpeed / (0.1 + globalSpeed * sqrt(swing)); // Additional constraint to prevent local speed gets too high float df = length(force); if (df > 0.0) { speed = min(df * speed, 10.0) / df; gl_FragColor = vec4(node.xy + speed * force, node.zw); } else { gl_FragColor = node; } } @end // For edge draw @export ecgl.forceAtlas2.edges.vertex uniform mat4 worldViewProjection : WORLDVIEWPROJECTION; attribute vec2 node; attribute vec4 a_Color : COLOR; varying vec4 v_Color; uniform sampler2D positionTex; void main() { gl_Position = worldViewProjection * vec4( texture2D(positionTex, node).xy, -10.0, 1.0 ); v_Color = a_Color; } @end @export ecgl.forceAtlas2.edges.fragment uniform vec4 color : [1.0, 1.0, 1.0, 1.0]; varying vec4 v_Color; void main() { gl_FragColor = color * v_Color; } @end