Colour vision modes (Protan, Deutan, Tritan) in Preferences > Graphics, with palettes, shader and icon colours adapted per mode, translations and tests.
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@@ -10,6 +10,10 @@ struct U {
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acc_u: vec4<f32>, // accessibility map axes (xyz, offset)
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acc_v: vec4<f32>,
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eye: vec4<f32>, // eye position, w = 1 for perspective (0: orthographic, looking along -back)
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// analysis colours (`theme::AnalysisColors`): draft positive, between, negative; reachable,
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// blocked; curvature flat, middle, tight
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ana_c: array<vec4<f32>, 8>,
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ana_f: vec4<f32>, // x = 1: stripe the negative draft and blocked faces
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};
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@group(1) @binding(2) var acc_t: texture_2d<f32>;
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@@ -150,8 +154,8 @@ fn analysis(i: TOut, k: f32) -> vec4<f32> {
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// Slack of a pixel and a half, more on slopes (the map holds the pixel's highest point).
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let slack = u.ana.y * (1.0 + sqrt(max(1.0 - cn * cn, 0.0)) / max(cn, 0.05));
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let clear = dot(i.wp, d) >= top - slack;
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var c = vec3<f32>(0.85, 0.22, 0.20);
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if (facing && clear) { c = vec3<f32>(0.20, 0.75, 0.30); }
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var c = u.ana_c[4].rgb;
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if (facing && clear) { c = u.ana_c[3].rgb; } else { c = stripe(i, c); }
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return out_color(vec4<f32>(c * lit, 1.0));
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}
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if (u.ana.x > 3.5) {
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@@ -171,18 +175,25 @@ fn analysis(i: TOut, k: f32) -> vec4<f32> {
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}
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if (u.ana.x < 2.5) {
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let a = degrees(asin(clamp(dot(normalize(i.n), normalize(u.pull.xyz)), -1.0, 1.0)));
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var c = vec3<f32>(0.95, 0.80, 0.15);
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if (a >= u.ana.y) { c = vec3<f32>(0.20, 0.75, 0.30); }
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if (a <= -u.ana.y) { c = vec3<f32>(0.85, 0.22, 0.20); }
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var c = u.ana_c[1].rgb;
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if (a >= u.ana.y) { c = u.ana_c[0].rgb; }
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if (a <= -u.ana.y) { c = stripe(i, u.ana_c[2].rgb); }
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return out_color(vec4<f32>(c * lit, 1.0));
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}
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// Curvature from how fast the normal turns across the pixel.
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let t = clamp(k * u.ana.y, 0.0, 1.0);
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let c = select(mix(vec3<f32>(0.10, 0.80, 0.25), vec3<f32>(0.90, 0.15, 0.10), t * 2.0 - 1.0),
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mix(vec3<f32>(0.15, 0.35, 0.95), vec3<f32>(0.10, 0.80, 0.25), t * 2.0), t < 0.5);
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let c = select(mix(u.ana_c[6].rgb, u.ana_c[7].rgb, t * 2.0 - 1.0), mix(u.ana_c[5].rgb, u.ana_c[6].rgb, t * 2.0), t < 0.5);
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return out_color(vec4<f32>(c * lit, 1.0));
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}
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/// A "bad" analysis face (negative draft, blocked): with the stripes on (colour vision modes), the
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/// section cap's 45 degree hatch over it, so colour is not the only cue.
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fn stripe(i: TOut, c: vec3<f32>) -> vec3<f32> {
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if (u.ana_f.x < 0.5) { return c; }
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let h = fract((i.pos.x + i.pos.y) / 9.0);
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return select(c, c * 0.6, h < 0.22);
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}
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@fragment
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fn fs_tri(i: TOut) -> @location(0) vec4<f32> {
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if (clipped(i.wp)) { discard; }
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