Files
personal-website/src/scripts/webgl-ascii.ts

686 lines
26 KiB
TypeScript

export interface RenderOptions {
charSetContent: string;
fontFamily?: string;
width: number;
height: number;
exposure: number;
contrast: number;
saturation: number;
gamma: number;
invert: boolean;
color: boolean;
overlayStrength?: number;
edgeMode?: number; // 0=none, 1=simple, 2=sobel, 3=canny
dither?: number;
denoise?: boolean;
zoom?: number;
zoomCenter?: { x: number; y: number };
mousePos?: { x: number; y: number };
magnifierRadius?: number;
magnifierZoom?: number;
showMagnifier?: boolean;
}
export interface MagnifierOptions {
mousePos?: { x: number; y: number };
zoom?: number;
zoomCenter?: { x: number; y: number };
magnifierRadius?: number;
magnifierZoom?: number;
showMagnifier?: boolean;
}
export class WebGLAsciiRenderer {
private gl: WebGLRenderingContext;
private program: WebGLProgram | null;
private textures: { image?: WebGLTexture; atlas?: WebGLTexture; blueNoise?: WebGLTexture };
private buffers: { position?: WebGLBuffer; texCoord?: WebGLBuffer };
private charAtlas: { width: number; height: number; charWidth: number; charHeight: number; count: number } | null;
private charSet: string;
private uniformLocations: Record<string, WebGLUniformLocation | null> = {};
private fontFamily: string;
private lastImage: HTMLImageElement | null;
constructor(_canvas: HTMLCanvasElement) {
const gl = _canvas.getContext('webgl', { antialias: false });
if (!gl) {
throw new Error('WebGL not supported');
}
this.gl = gl;
this.program = null;
this.textures = {};
this.buffers = {};
this.charAtlas = null;
this.charSet = '';
this.lastImage = null;
this.fontFamily = "'JetBrains Mono', monospace";
this.init();
this.loadBlueNoiseTexture();
}
init() {
const gl = this.gl;
// Vertex Shader
const vsSource = `
attribute vec2 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
v_texCoord = a_texCoord;
}
`;
// Fragment Shader
const fsSource = `
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D u_image;
uniform sampler2D u_atlas;
uniform sampler2D u_blueNoise;
uniform float u_charCount;
uniform vec2 u_charSizeUV; // Size of one char in UV space (width/texWidth, height/texHeight)
uniform vec2 u_gridSize; // cols, rows
uniform vec2 u_texSize; // atlas size
// Adjustments
uniform float u_exposure;
uniform float u_contrast;
uniform float u_saturation;
uniform float u_gamma;
uniform bool u_invert;
uniform bool u_color;
uniform float u_overlayStrength;
uniform int u_edgeMode; // 0=none, 1=simple, 2=sobel, 3=canny
uniform float u_dither; // Dither strength 0.0 - 1.0
uniform bool u_denoise;
// Zoom & Magnifier
uniform float u_zoom;
uniform vec2 u_zoomCenter;
uniform vec2 u_mousePos;
uniform float u_magnifierRadius;
uniform float u_magnifierZoom;
uniform bool u_showMagnifier;
uniform float u_aspect;
// Blue Noise Dithering
float blueNoise(vec2 pos) {
// Map screen coordinates to texture coordinates (64x64 texture)
vec2 noiseUV = pos / 64.0;
float noiseVal = texture2D(u_blueNoise, noiseUV).r;
// Shift range to -0.5 to 0.5 for dither offset
return noiseVal - 0.5;
}
vec3 adjust(vec3 color) {
// Exposure
color *= u_exposure;
// Contrast
color = (color - 0.5) * u_contrast + 0.5;
// Saturation
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
color = mix(vec3(luma), color, u_saturation);
// Gamma
color = pow(max(color, 0.0), vec3(u_gamma));
return clamp(color, 0.0, 1.0);
}
// Function to get average color from a cell using 5 samples (center + corners)
vec3 getAverageColor(vec2 cellCenterUV, vec2 cellSize) {
vec3 sum = vec3(0.0);
vec2 halfSize = cellSize * 0.25; // Sample halfway to the edge
// Center
sum += texture2D(u_image, cellCenterUV).rgb;
// Corners
sum += texture2D(u_image, cellCenterUV + vec2(-halfSize.x, -halfSize.y)).rgb;
sum += texture2D(u_image, cellCenterUV + vec2(halfSize.x, -halfSize.y)).rgb;
sum += texture2D(u_image, cellCenterUV + vec2(-halfSize.x, halfSize.y)).rgb;
sum += texture2D(u_image, cellCenterUV + vec2(halfSize.x, halfSize.y)).rgb;
return sum / 5.0;
}
// Sobel Filter - returns gradient magnitude and direction (approx)
vec2 sobelFilter(vec2 uv, vec2 cellSize) {
vec3 t = texture2D(u_image, uv + vec2(0.0, -cellSize.y)).rgb;
vec3 b = texture2D(u_image, uv + vec2(0.0, cellSize.y)).rgb;
vec3 l = texture2D(u_image, uv + vec2(-cellSize.x, 0.0)).rgb;
vec3 r = texture2D(u_image, uv + vec2(cellSize.x, 0.0)).rgb;
vec3 tl = texture2D(u_image, uv + vec2(-cellSize.x, -cellSize.y)).rgb;
vec3 tr = texture2D(u_image, uv + vec2(cellSize.x, -cellSize.y)).rgb;
vec3 bl = texture2D(u_image, uv + vec2(-cellSize.x, cellSize.y)).rgb;
vec3 br = texture2D(u_image, uv + vec2(cellSize.x, cellSize.y)).rgb;
// Convert to luma
float lt = dot(t, vec3(0.299, 0.587, 0.114));
float lb = dot(b, vec3(0.299, 0.587, 0.114));
float ll = dot(l, vec3(0.299, 0.587, 0.114));
float lr = dot(r, vec3(0.299, 0.587, 0.114));
float ltl = dot(tl, vec3(0.299, 0.587, 0.114));
float ltr = dot(tr, vec3(0.299, 0.587, 0.114));
float lbl = dot(bl, vec3(0.299, 0.587, 0.114));
float lbr = dot(br, vec3(0.299, 0.587, 0.114));
// Sobel kernels
// Gx: -1 0 1
// -2 0 2
// -1 0 1
float gx = (ltr + 2.0*lr + lbr) - (ltl + 2.0*ll + lbl);
// Gy: -1 -2 -1
// 0 0 0
// 1 2 1
float gy = (lbl + 2.0*lb + lbr) - (ltl + 2.0*lt + ltr);
float mag = sqrt(gx*gx + gy*gy);
return vec2(mag, atan(gy, gx));
}
void main() {
vec2 uv = v_texCoord;
// Apply global zoom
uv = (uv - u_zoomCenter) / u_zoom + u_zoomCenter;
// Magnifier logic
vec2 diff = (v_texCoord - u_mousePos);
diff.x *= u_aspect;
float dist = length(diff);
bool inMagnifier = u_showMagnifier && dist < u_magnifierRadius;
if (inMagnifier) {
// Zoom towards mouse position inside the magnifier
uv = (v_texCoord - u_mousePos) / u_magnifierZoom + u_mousePos;
// Also account for the global zoom background
uv = (uv - u_zoomCenter) / u_zoom + u_zoomCenter;
}
// Calculate which cell we are in
vec2 cellCoords = floor(uv * u_gridSize);
vec2 uvInCell = fract(uv * u_gridSize);
// Sample image at the center of the cell
vec2 cellSize = 1.0 / u_gridSize;
vec2 sampleUV = (cellCoords + 0.5) * cellSize;
// Out of bounds check for zoomed UV
if (sampleUV.x < 0.0 || sampleUV.x > 1.0 || sampleUV.y < 0.0 || sampleUV.y > 1.0) {
discard;
}
vec3 color;
// Denoise: 3x3 box blur (applied to the base sampling if enabled)
if (u_denoise) {
color = getAverageColor(sampleUV, cellSize * 2.0);
} else {
color = getAverageColor(sampleUV, cellSize);
}
// Edge Detection Logic
if (u_edgeMode == 1) {
// Simple Laplacian-like
vec2 texel = cellSize;
vec3 center = color;
vec3 top = getAverageColor(sampleUV + vec2(0.0, -texel.y), cellSize);
vec3 bottom = getAverageColor(sampleUV + vec2(0.0, texel.y), cellSize);
vec3 left = getAverageColor(sampleUV + vec2(-texel.x, 0.0), cellSize);
vec3 right = getAverageColor(sampleUV + vec2(texel.x, 0.0), cellSize);
vec3 edges = abs(center - top) + abs(center - bottom) + abs(center - left) + abs(center - right);
float edgeLum = dot(edges, vec3(0.2126, 0.7152, 0.0722));
color = mix(color, color * (1.0 - edgeLum * 2.0), 0.5);
} else if (u_edgeMode == 2) {
// Sobel Gradient
vec2 sobel = sobelFilter(sampleUV, cellSize);
float edgeStr = clamp(sobel.x * 2.0, 0.0, 1.0);
// Darken edges
color = mix(color, vec3(0.0), edgeStr * 0.8);
} else if (u_edgeMode == 3) {
// "Canny-like" (Sobel + gradient suppression)
vec2 sobel = sobelFilter(sampleUV, cellSize);
float mag = sobel.x;
float angle = sobel.y;
// Non-maximum suppression (simplified)
// Check neighbors in gradient direction
vec2 dir = vec2(cos(angle), sin(angle)) * cellSize;
vec2 s1 = sobelFilter(sampleUV + dir, cellSize);
vec2 s2 = sobelFilter(sampleUV - dir, cellSize);
if (mag < s1.x || mag < s2.x || mag < 0.15) {
mag = 0.0;
} else {
mag = 1.0; // Strong edge
}
// Apply strong crisp edges
color = mix(color, vec3(0.0), mag);
}
// Apply adjustments
color = adjust(color);
// Overlay blend-like effect (boost mid-contrast)
if (u_overlayStrength > 0.0) {
vec3 overlay = color;
vec3 result;
if (dot(color, vec3(0.333)) < 0.5) {
result = 2.0 * color * overlay;
} else {
result = 1.0 - 2.0 * (1.0 - color) * (1.0 - overlay);
}
color = mix(color, result, u_overlayStrength);
}
// Calculate luminance
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
// Apply Blue Noise dithering before character mapping
if (u_dither > 0.0) {
// Use cell coordinates for stable dithering patterns
float noise = blueNoise(cellCoords);
// Scale noise by dither strength and 1/charCount
luma = luma + noise * (1.0 / u_charCount) * u_dither;
luma = clamp(luma, 0.0, 1.0);
}
if (u_invert) {
luma = 1.0 - luma;
}
// Map luma to character index
float charIndex = floor(luma * (u_charCount - 1.0) + 0.5);
// Sample character atlas
// Use u_charSizeUV to scale, instead of just 1.0/u_charCount
// x = charIndex * charWidthUV + uvInCell.x * charWidthUV
vec2 atlasUV = vec2(
(charIndex + uvInCell.x) * u_charSizeUV.x,
uvInCell.y * u_charSizeUV.y
);
float charAlpha = texture2D(u_atlas, atlasUV).r;
// Loup border effect
if (u_showMagnifier) {
float edgeWidth = 0.005;
if (dist > u_magnifierRadius - edgeWidth && dist < u_magnifierRadius) {
charAlpha = 1.0;
color = vec3(1.0, 0.4039, 0.0); // Safety Orange border for the loupe
}
}
vec3 finalColor = u_color ? color : vec3(1.0, 0.4039, 0.0);
gl_FragColor = vec4(finalColor * charAlpha, charAlpha);
}
`;
this.program = this.createProgram(vsSource, fsSource);
this.cacheUniformLocations();
// Grid buffers
const positions = new Float32Array([
-1, -1, 1, -1, -1, 1,
-1, 1, 1, -1, 1, 1
]);
const texCoords = new Float32Array([
0, 1, 1, 1, 0, 0,
0, 0, 1, 1, 1, 0
]);
this.buffers.position = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.position);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
this.buffers.texCoord = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.texCoord);
gl.bufferData(gl.ARRAY_BUFFER, texCoords, gl.STATIC_DRAW);
}
private cacheUniformLocations(): void {
if (!this.program) return;
const gl = this.gl;
const uniforms = [
'u_image', 'u_atlas', 'u_blueNoise', 'u_charCount', 'u_charSizeUV', 'u_gridSize', 'u_texSize',
'u_exposure', 'u_contrast', 'u_saturation', 'u_gamma',
'u_invert', 'u_color', 'u_overlayStrength', 'u_edgeMode',
'u_dither', 'u_denoise',
'u_zoom', 'u_zoomCenter', 'u_mousePos',
'u_magnifierRadius', 'u_magnifierZoom', 'u_showMagnifier', 'u_aspect'
];
for (const name of uniforms) {
this.uniformLocations[name] = gl.getUniformLocation(this.program, name);
}
}
createProgram(vsSource: string, fsSource: string): WebGLProgram | null {
const gl = this.gl;
const vs = this.compileShader(gl.VERTEX_SHADER, vsSource);
const fs = this.compileShader(gl.FRAGMENT_SHADER, fsSource);
if (!vs || !fs) return null;
const program = gl.createProgram();
if (!program) return null;
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(gl.getProgramInfoLog(program));
return null;
}
return program;
}
compileShader(type: number, source: string): WebGLShader | null {
const gl = this.gl;
const shader = gl.createShader(type);
if (!shader) return null;
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
updateAtlas(charSet: string, fontName = 'monospace') {
if (this.charSet === charSet && this.fontFamily === fontName && this.charAtlas) return;
this.charSet = charSet;
this.fontFamily = fontName;
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
if (!ctx) return;
const fontSize = 32; // Higher resolution for atlas
// Add padding to prevent bleeding
const padding = 4;
ctx.font = `${fontSize}px ${fontName}`;
// Measure first char to get dimensions
const metrics = ctx.measureText('W');
const charContentWidth = Math.ceil(metrics.width);
const charContentHeight = Math.ceil(fontSize * 1.2);
// Full cell size including padding
const charWidth = charContentWidth + padding * 2;
const charHeight = charContentHeight + padding * 2;
const neededWidth = charWidth * charSet.length;
const neededHeight = charHeight;
// Calculate Next Power of Two
const nextPowerOfTwo = (v: number) => Math.pow(2, Math.ceil(Math.log(v) / Math.log(2)));
const texWidth = nextPowerOfTwo(neededWidth);
const texHeight = nextPowerOfTwo(neededHeight);
canvas.width = texWidth;
canvas.height = texHeight;
ctx.font = `${fontSize}px ${fontName}`;
ctx.fillStyle = 'white';
ctx.textBaseline = 'top';
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (let i = 0; i < charSet.length; i++) {
// Draw character centered in its padded cell
// x position: start of cell (i * charWidth) + padding
// y position: padding
ctx.fillText(charSet[i], i * charWidth + padding, padding);
}
const gl = this.gl;
if (this.textures.atlas) gl.deleteTexture(this.textures.atlas);
const atlasTexture = gl.createTexture();
if (!atlasTexture) return;
this.textures.atlas = atlasTexture;
gl.bindTexture(gl.TEXTURE_2D, this.textures.atlas);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
// Use Mipmaps for smoother downscaling (fixes shimmering/aliasing)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.generateMipmap(gl.TEXTURE_2D);
this.charAtlas = {
width: texWidth,
height: texHeight,
charWidth,
charHeight,
count: charSet.length
};
}
updateGrid(width: number, height: number) {
const gl = this.gl;
const u = this.uniformLocations;
gl.useProgram(this.program);
gl.uniform2f(u['u_gridSize'], width, height);
}
updateUniforms(options: RenderOptions) {
const gl = this.gl;
const u = this.uniformLocations;
gl.useProgram(this.program);
// Update Atlas if needed (expensive check inside)
this.updateAtlas(options.charSetContent, options.fontFamily || 'monospace');
if (this.charAtlas) {
gl.uniform1f(u['u_charCount'], this.charAtlas.count);
// Pass the normalized size of one character cell for UV mapping
gl.uniform2f(u['u_charSizeUV'],
this.charAtlas.charWidth / this.charAtlas.width,
this.charAtlas.charHeight / this.charAtlas.height
);
gl.uniform2f(u['u_texSize'], this.charAtlas.width, this.charAtlas.height);
}
gl.uniform1f(u['u_exposure'], options.exposure);
gl.uniform1f(u['u_contrast'], options.contrast);
gl.uniform1f(u['u_saturation'], options.saturation);
gl.uniform1f(u['u_gamma'], options.gamma);
gl.uniform1i(u['u_invert'], options.invert ? 1 : 0);
gl.uniform1i(u['u_color'], options.color ? 1 : 0);
gl.uniform1f(u['u_overlayStrength'], options.overlayStrength || 0.0);
gl.uniform1i(u['u_edgeMode'], options.edgeMode || 0);
gl.uniform1f(u['u_dither'], options.dither || 0.0);
gl.uniform1i(u['u_denoise'], options.denoise ? 1 : 0);
// Zoom & Magnifier
gl.uniform1f(u['u_zoom'], options.zoom || 1.0);
gl.uniform2f(u['u_zoomCenter'], options.zoomCenter?.x ?? 0.5, options.zoomCenter?.y ?? 0.5);
gl.uniform2f(u['u_mousePos'], options.mousePos?.x ?? -1.0, options.mousePos?.y ?? -1.0);
gl.uniform1f(u['u_magnifierRadius'], options.magnifierRadius || 0.15);
gl.uniform1f(u['u_magnifierZoom'], options.magnifierZoom || 2.0);
gl.uniform1i(u['u_showMagnifier'], options.showMagnifier ? 1 : 0);
gl.uniform1f(u['u_aspect'], gl.canvas.width / gl.canvas.height);
}
private loadBlueNoiseTexture() {
const gl = this.gl;
const texture = gl.createTexture();
if (!texture) return;
this.textures.blueNoise = texture;
const image = new Image();
image.src = '/assets/blue-noise.png';
image.onload = () => {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
this.requestRender();
};
}
// Helper to trigger a redraw if we have a controller reference, otherwise just rely on next loop
private requestRender() {
// Since we don't have a direct reference to the controller here,
// and we are in a render loop managed by the controller,
// the texture will just appear on the next frame.
}
updateTexture(image: HTMLImageElement) {
if (this.lastImage === image && this.textures.image) return;
const gl = this.gl;
if (this.textures.image) gl.deleteTexture(this.textures.image);
const texture = gl.createTexture();
if (!texture) throw new Error('Failed to create texture');
this.textures.image = texture;
gl.bindTexture(gl.TEXTURE_2D, this.textures.image);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
this.lastImage = image;
}
draw() {
const gl = this.gl;
const program = this.program;
if (!program || !this.textures.image || !this.textures.atlas || !this.buffers.position || !this.buffers.texCoord) return;
gl.useProgram(program);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Attributes
const posLoc = gl.getAttribLocation(program, 'a_position');
gl.enableVertexAttribArray(posLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.position);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
const texLoc = gl.getAttribLocation(program, 'a_texCoord');
gl.enableVertexAttribArray(texLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.texCoord);
gl.vertexAttribPointer(texLoc, 2, gl.FLOAT, false, 0, 0);
// Bind Textures
const u = this.uniformLocations;
gl.uniform1i(u['u_image'], 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.textures.image);
gl.uniform1i(u['u_atlas'], 1);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.textures.atlas);
if (this.textures.blueNoise) {
gl.uniform1i(u['u_blueNoise'], 2);
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, this.textures.blueNoise);
}
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
render(image: HTMLImageElement, options: RenderOptions) {
this.updateTexture(image);
this.updateGrid(options.width, options.height);
this.updateUniforms(options);
this.draw();
}
/**
* Dispose of all WebGL resources.
* Call this when the renderer is no longer needed.
*/
dispose(): void {
const gl = this.gl;
if (this.textures.image) {
gl.deleteTexture(this.textures.image);
}
if (this.textures.atlas) {
gl.deleteTexture(this.textures.atlas);
}
if (this.textures.blueNoise) {
gl.deleteTexture(this.textures.blueNoise);
}
if (this.buffers.position) {
gl.deleteBuffer(this.buffers.position);
}
if (this.buffers.texCoord) {
gl.deleteBuffer(this.buffers.texCoord);
}
if (this.program) {
gl.deleteProgram(this.program);
}
this.textures = {};
this.buffers = {};
this.program = null;
this.charAtlas = null;
this.lastImage = null;
}
// Kept for backward compatibility or specialized updates
updateMagnifier(options: MagnifierOptions) {
const gl = this.gl;
const program = this.program;
if (!program) return;
gl.useProgram(program);
// Only update magnifier-related uniforms (using cached locations)
const u = this.uniformLocations;
const mousePos = options.mousePos ?? { x: -1, y: -1 };
gl.uniform2f(u['u_mousePos'], mousePos.x, mousePos.y);
gl.uniform1f(u['u_magnifierRadius'], options.magnifierRadius || 0.03);
gl.uniform1f(u['u_magnifierZoom'], options.magnifierZoom || 2.0);
gl.uniform1i(u['u_showMagnifier'], options.showMagnifier ? 1 : 0);
if (options.zoom !== undefined) {
gl.uniform1f(u['u_zoom'], options.zoom || 1.0);
gl.uniform2f(u['u_zoomCenter'], options.zoomCenter?.x ?? 0.5, options.zoomCenter?.y ?? 0.5);
}
// We can just call draw here as it's lightweight
this.draw();
}
}