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<!DOCTYPE html>
<html>
<head>
<title>Mobius Transforms</title>
</head>
<body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jqueryui/1.12.1/jquery-ui.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.20/fabric.min.js"></script>
<script type="text/javascript" src="js/three.min.js"></script>
<script type="text/javascript" src="js/mobius.js"></script>
<!--script type="text/javascript" src="js/render.js"></script-->
<link rel="stylesheet" href="https://ajax.googleapis.com/ajax/libs/jqueryui/1.12.1/themes/smoothness/jquery-ui.css">
<link rel="stylesheet" href="style\style.css">
<script id="2d-vertex-shader" type="x-shader/x-vertex">// <![CDATA[
attribute vec2 a_position;
void main() {
gl_Position = vec4(a_position, 0, 1);
}
// ]]></script>
<script id="2d-fragment-shader" type="x-shader/x-fragment">// <![CDATA[
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
precision mediump int;
uniform sampler2D sampler;
uniform vec2 a;
uniform vec2 b;
uniform vec2 c;
uniform vec2 d;
vec2 invMobius(vec2 _a, vec2 _b, vec2 _c, vec2 _d, vec2 z){
vec2 num = vec2(0,0);
num.x = (_d.x*z.x - _d.y*z.y)-_b.x;
num.y = (_d.x*z.y - _d.y*z.x)-_b.y;
vec2 den;
den.x = (_c.x*z.x - _c.y*z.y) + _a.x;
den.y = -(_c.x*z.y + _c.y*z.x) + _a.y;
den= den/(den.x*den.x + den.y*den.y);
vec2 result;
result.x = num.x*den.x - num.y*den.y;
result.y = num.x*den.y + num.y*den.x;
return result;
}
vec4 mainImage( vec2 fragCoord )
{
vec2 uv = fragCoord.xy / vec2(500,500);
uv = uv- vec2(0.5,0.5);
uv = uv*3.0;
// vec2 a = vec2(1,1);
// vec2 b = vec2(0,1);
// vec2 c = vec2(0,1);
// vec2 d = vec2(1,0);
vec2 transCoord = invMobius(a,b,c,d,uv);
return max(abs(transCoord.x),abs(transCoord.y))>1.0?vec4(1,1,1,1):texture2D(sampler,transCoord);
// return (abs(mod(transCoord.x*10.0,1.0))>0.9 ||
// abs(mod(transCoord.y*10.0,1.0))>0.9) && max(abs(transCoord.x),abs(transCoord.y))<5.0
// ?vec4(0,0,0,1):vec4(1,1,1,1);
// return vec4(transCoord.x,transCoord.y,c.x,1);
}
void main(){
vec4 outcolor = vec4(0.0);
for (float i = -2.0; i < 3.0; i++) {
for (float j = -2.0; j < 3.0; j++) {
outcolor += mainImage(gl_FragCoord.xy+vec2(i/3.0,j/3.0));
}
}
gl_FragColor = outcolor/25.0;
}
// ]]> </script>
</body>
</html>