/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 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. */ #ifndef NEW_GLSL #define in varying #define fragmentColor gl_FragColor #define texture texture2D #endif #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 2) #endif uniform lowp vec4 color #ifndef GL_ES = vec4(1.0, 1.0, 1.0, 1.0) #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 3) #endif uniform lowp vec4 outlineColor; /* defaults to zero */ #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 4) #endif uniform lowp vec2 outlineRange #ifndef GL_ES = vec2(0.5, 1.0) #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 5) #endif uniform lowp float smoothness #ifndef GL_ES = 0.04 #endif ; #ifdef EXPLICIT_TEXTURE_LAYER /* See AbstractVector.h for details about the ID */ layout(binding = 6) #endif uniform lowp sampler2D vectorTexture; in mediump vec2 interpolatedTextureCoordinates; #ifdef NEW_GLSL #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION) #endif out lowp vec4 fragmentColor; #endif void main() { lowp float intensity = texture(vectorTexture, interpolatedTextureCoordinates).r; /* Fill color */ fragmentColor = smoothstep(outlineRange.x-smoothness, outlineRange.x+smoothness, intensity)*color; /* Outline */ if(outlineRange.x > outlineRange.y) { /* Doing *0.5 instead of /2.0 because the latter causes iOS / WebGL to complain that "Overflow in implicit constant conversion, minimum range for lowp float is (-2,2)" */ lowp float mid = (outlineRange.x + outlineRange.y)*0.5; lowp float halfRange = (outlineRange.x - outlineRange.y)*0.5; fragmentColor += smoothstep(halfRange+smoothness, halfRange-smoothness, distance(mid, intensity))*outlineColor; } }