Fix typos in GLSL comments and add constants PURE_RED, PURE_GREEN, PURE_BLUE (#2340)

* Fix typos in GLSL comments

* Fix typos in GLSL comments

* add constants PURE_RED, PURE_GREEN, PURE_BLUE
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Irvanal Haq 2025-06-10 22:12:11 +07:00 committed by GitHub
parent bd8d2fbc99
commit a5a73cb2da
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5 changed files with 9 additions and 3 deletions

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@ -130,6 +130,9 @@ PINK: ManimColor = manim_config.colors.pink
LIGHT_PINK: ManimColor = manim_config.colors.light_pink
GREEN_SCREEN: ManimColor = manim_config.colors.green_screen
ORANGE: ManimColor = manim_config.colors.orange
PURE_RED: ManimColor = manim_config.colors.pure_red
PURE_GREEN: ManimColor = manim_config.colors.pure_green
PURE_BLUE: ManimColor = manim_config.colors.pure_blue
MANIM_COLORS: List[ManimColor] = list(manim_config.colors.values())

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@ -169,6 +169,9 @@ colors:
light_pink: "#DC75CD"
green_screen: "#00FF00"
orange: "#FF862F"
pure_red: "#FF0000"
pure_green: "#00FF00"
pure_blue: "#0000FF"
# Can be DEBUG / INFO / WARNING / ERROR / CRITICAL
log_level: "INFO"
universal_import_line: "from manimlib import *"

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@ -6,7 +6,7 @@ uniform vec4 clip_plane;
void emit_gl_Position(vec3 point){
vec4 result = vec4(point, 1.0);
// This allow for smooth transitions between objects fixed and unfixed from frame
// This allows for smooth transitions between objects fixed and unfixed from frame
result = mix(view * result, result, is_fixed_in_frame);
// Essentially a projection matrix
result.xyz *= frame_rescale_factors;

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@ -27,7 +27,7 @@ vec4 add_light(vec4 color, vec3 point, vec3 unit_normal){
float light_to_normal = dot(to_light, unit_normal);
// When unit normal points towards light, brighten
float bright_factor = max(light_to_normal, 0) * reflectiveness;
// For glossy surface, add extra shine if light beam go towards camera
// For glossy surface, add extra shine if light beam goes towards camera
vec3 light_reflection = reflect(-to_light, unit_normal);
float light_to_cam = dot(light_reflection, to_camera);
float shine = gloss * exp(-3 * pow(1 - light_to_cam, 2));

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@ -13,7 +13,7 @@ in vec2 uv_coords;
out vec4 frag_color;
// This include a delaration of uniform vec3 shading
// This includes a declaration of uniform vec3 shading
#INSERT finalize_color.glsl
void main() {