/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #if defined(OBJECT_ID) && !defined(GL_ES) && !defined(NEW_GLSL) #extension GL_EXT_gpu_shader4: require #endif /* See the corresponding block in Line.vert for more information */ #ifndef GL_ES #define CAN_USE_NOPERSPECTIVE #elif defined(GL_ES) && defined(GL_NV_shader_noperspective_interpolation) #extension GL_NV_shader_noperspective_interpolation: require #define CAN_USE_NOPERSPECTIVE #endif #ifndef NEW_GLSL #define fragmentColor gl_FragColor #define in varying #endif #ifndef RUNTIME_CONST #define const #endif /* Uniforms */ #ifndef UNIFORM_BUFFERS #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 2) #endif uniform lowp vec4 backgroundColor #ifndef GL_ES = vec4(0.0) #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 3) #endif uniform lowp vec4 color #ifndef GL_ES = vec4(1.0) #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 4) #endif uniform mediump float width #ifndef GL_ES = 1.0 #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 5) #endif uniform mediump float smoothness #ifndef GL_ES = 0.0 #endif ; #ifdef OBJECT_ID #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 7) #endif /* mediump is just 2^10, which might not be enough, this is 2^16 */ uniform highp uint objectId; /* defaults to zero */ #endif /* Uniform buffers */ #else #ifndef MULTI_DRAW #if DRAW_COUNT > 1 #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 1) #endif uniform highp uint drawOffset #ifndef GL_ES = 0u #endif ; #else #define drawOffset 0u #endif #define drawId drawOffset #endif struct DrawUniform { highp uvec4 materialIdReservedObjectIdReservedReserved; #define draw_materialIdReserved materialIdReservedObjectIdReservedReserved.x #define draw_objectId materialIdReservedObjectIdReservedReserved.y }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 2 #endif ) uniform Draw { DrawUniform draws[DRAW_COUNT]; }; struct MaterialUniform { lowp vec4 backgroundColor; lowp vec4 color; highp vec4 widthSmoothnessMiterLimitReserved; #define material_width widthSmoothnessMiterLimitReserved.x #define material_smoothness widthSmoothnessMiterLimitReserved.y #define material_miterLimit widthSmoothnessMiterLimitReserved.z }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 3 #endif ) uniform Material { MaterialUniform materials[MATERIAL_COUNT]; }; #endif /* Inputs */ #ifdef CAN_USE_NOPERSPECTIVE noperspective #endif in highp vec2 centerDistanceSigned; in highp float halfSegmentLength; #ifdef CAN_USE_NOPERSPECTIVE noperspective #endif in highp float hasCap; #ifdef VERTEX_COLOR in lowp vec4 interpolatedVertexColor; #endif #ifdef INSTANCED_OBJECT_ID flat in highp uint interpolatedInstanceObjectId; #endif #ifdef MULTI_DRAW flat in highp uint drawId; #endif /* Outputs */ #ifdef NEW_GLSL #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION) #endif out lowp vec4 fragmentColor; #endif #ifdef OBJECT_ID #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = OBJECT_ID_OUTPUT_ATTRIBUTE_LOCATION) #endif /* mediump is just 2^10, which might not be enough, this is 2^16 */ out highp uint fragmentObjectId; #endif void main() { #ifdef UNIFORM_BUFFERS #ifdef OBJECT_ID highp const uint objectId = draws[drawId].draw_objectId; #endif #if MATERIAL_COUNT > 1 mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu; #else #define materialId 0u #endif lowp const vec4 backgroundColor = materials[materialId].backgroundColor; lowp const vec4 color = materials[materialId].color; mediump const float width = materials[materialId].material_width; mediump const float smoothness = materials[materialId].material_smoothness; #endif /* Calculate a distance from the original line endpoint (B). Assuming a cap that's not a butt, actual quad vertices (2, 3 on the left diagram) would be at a distance `width/2` in both X and Y (in the space of the line segment, where X is in direction of the segment and Y is in direction to the line edges): ----------2 --------2 | | [0,0] B | [0,0] B | | ----------3 --------3 For a butt cap, the endpoint B would be at the edge instead (right diagram) -- to have handling consistent for all cap styles, add `width/2` to the center distance in that case. For fragments on the left of B the X distance would be negative, make it 0 in that case instead. */ highp const vec2 centerDistance = abs(centerDistanceSigned); highp vec2 endpointDistance = vec2(max(centerDistance.x #ifdef CAP_STYLE_BUTT + width*0.5 #endif - halfSegmentLength, 0.0), centerDistance.y); /* If hasCap is negative, it means the nearest endpoint is a join, not a cap. Thus no smoothing happens in the direction of a cap, i.e. same as if we'd be at the center of the line. */ if(hasCap < 0.0) endpointDistance.x = 0.0; /* Calculate a single distance factor out of the two-dimensional endpoint distance. This will form the cap shape. */ #if defined(CAP_STYLE_BUTT) || defined(CAP_STYLE_SQUARE) highp const float distance1D = max(endpointDistance.x, endpointDistance.y); #elif defined(CAP_STYLE_ROUND) highp const float distance1D = length(endpointDistance); #elif defined(CAP_STYLE_TRIANGLE) highp const float distance1D = endpointDistance.x + endpointDistance.y; #else #error #endif mediump const float factor = smoothstep(width*0.5 - smoothness, width*0.5 + smoothness, distance1D); fragmentColor = mix( #ifdef VERTEX_COLOR interpolatedVertexColor* #endif color, backgroundColor, factor); #ifdef OBJECT_ID fragmentObjectId = #ifdef INSTANCED_OBJECT_ID interpolatedInstanceObjectId + #endif objectId; #endif }