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222 lines
5.6 KiB
222 lines
5.6 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020, 2021, 2022 Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#if defined(OBJECT_ID) && !defined(GL_ES) && !defined(NEW_GLSL) |
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#extension GL_EXT_gpu_shader4: require |
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#endif |
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#ifndef NEW_GLSL |
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#define fragmentColor gl_FragColor |
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#define in varying |
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#endif |
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#ifndef RUNTIME_CONST |
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#define const |
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#endif |
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/* Uniforms */ |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 2) |
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#endif |
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uniform mediump float width |
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#ifndef GL_ES |
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= 1.0 |
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#endif |
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; |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 3) |
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#endif |
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uniform mediump float smoothness |
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#ifndef GL_ES |
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= 0.0 |
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#endif |
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; |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 4) |
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#endif |
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uniform lowp vec4 backgroundColor |
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#ifndef GL_ES |
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= vec4(0.0) |
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#endif |
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; |
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#ifndef UNIFORM_BUFFERS |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 5) |
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#endif |
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uniform lowp vec4 color |
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#ifndef GL_ES |
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= vec4(1.0) |
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#endif |
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; |
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#ifdef OBJECT_ID |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 6) |
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#endif |
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/* mediump is just 2^10, which might not be enough, this is 2^16 */ |
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uniform highp uint objectId; /* defaults to zero */ |
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#endif |
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/* Uniform buffers */ |
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#else |
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#ifndef MULTI_DRAW |
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#if DRAW_COUNT > 1 |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 0) |
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#endif |
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uniform highp uint drawOffset |
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#ifndef GL_ES |
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= 0u |
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#endif |
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; |
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#else |
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#define drawOffset 0u |
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#endif |
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#define drawId drawOffset |
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#endif |
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struct DrawUniform { |
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highp uvec4 materialIdReservedObjectIdReservedReserved; |
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#define draw_materialIdReserved materialIdReservedObjectIdReservedReserved.x |
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#define draw_objectId materialIdReservedObjectIdReservedReserved.y |
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}; |
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layout(std140 |
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#ifdef EXPLICIT_BINDING |
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, binding = 2 |
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#endif |
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) uniform Draw { |
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DrawUniform draws[DRAW_COUNT]; |
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}; |
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struct MaterialUniform { |
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lowp vec4 color; |
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}; |
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layout(std140 |
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#ifdef EXPLICIT_BINDING |
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, binding = 4 |
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#endif |
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) uniform Material { |
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MaterialUniform materials[MATERIAL_COUNT]; |
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}; |
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#endif |
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/* Inputs */ |
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in highp vec2 centerDistanceSigned; |
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in highp float halfSegmentLength; |
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in lowp float hasCap; |
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#ifdef VERTEX_COLOR |
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in lowp vec4 interpolatedVertexColor; |
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#endif |
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#ifdef INSTANCED_OBJECT_ID |
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flat in highp uint interpolatedInstanceObjectId; |
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#endif |
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/* Outputs */ |
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#ifdef NEW_GLSL |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION) |
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#endif |
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out lowp vec4 fragmentColor; |
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#endif |
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#ifdef OBJECT_ID |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = OBJECT_ID_OUTPUT_ATTRIBUTE_LOCATION) |
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#endif |
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/* mediump is just 2^10, which might not be enough, this is 2^16 */ |
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out highp uint fragmentObjectId; |
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#endif |
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#ifdef MULTI_DRAW |
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flat in highp uint drawId; |
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#endif |
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void main() { |
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#ifdef UNIFORM_BUFFERS |
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#ifdef OBJECT_ID |
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highp const uint objectId = draws[drawId].draw_objectId; |
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#endif |
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#if MATERIAL_COUNT > 1 |
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mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu; |
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#else |
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#define materialId 0u |
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#endif |
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lowp const vec4 color = materials[materialId].color; |
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#endif |
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// TODO this comment is plain wrong |
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/* Pixels with `abs(centerDistanceSigned) <= [d+w,w]` are foreground, |
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pixels with `abs(centerDistanceSigned) > [d+w+s,w+s]` are background, |
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smoothstep in between */ |
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highp const vec2 edge = vec2(halfSegmentLength+0.5*width, width*0.5); |
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// TODO better names ffs |
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highp vec2 distance_ = vec2(max(abs(centerDistanceSigned.x) - halfSegmentLength, 0.0), abs(centerDistanceSigned.y)); |
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// TODO document what is this |
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if(hasCap < 0.0) distance_.x = 0.0; |
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#ifdef CAP_STYLE_SQUARE |
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const highp float distanceS = max(distance_.x, distance_.y); |
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#elif defined(CAP_STYLE_ROUND) |
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const highp float distanceS = length(distance_); |
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#elif defined(CAP_STYLE_TRIANGLE) |
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const highp float distanceS = distance_.x + distance_.y; |
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#else |
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#error |
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#endif |
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const highp float factor = smoothstep(width*0.5 - smoothness, width*0.5 + smoothness, distanceS); |
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#if 1 |
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const highp float factorX = distance(abs(centerDistanceSigned), vec2(halfSegmentLength, 0.0)); |
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#else |
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const highp float factorX = factor.x; |
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#endif |
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fragmentColor = mix( |
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#ifdef VERTEX_COLOR |
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interpolatedVertexColor* |
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#endif |
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color, backgroundColor, factor); |
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#ifdef OBJECT_ID |
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// TODO how to handle smoothness here? |
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fragmentObjectId = all(lessThan(abs(centerDistanceSigned), edge)) ? |
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#ifdef INSTANCED_OBJECT_ID |
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interpolatedInstanceObjectId + |
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#endif |
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objectId : 0u; |
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#endif |
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}
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