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172 lines
4.5 KiB
172 lines
4.5 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 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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#ifndef NEW_GLSL |
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#define in varying |
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#define fragmentColor gl_FragColor |
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#define texture texture2D |
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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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#ifndef UNIFORM_BUFFERS |
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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 lowp vec4 color |
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#ifndef GL_ES |
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= vec4(1.0, 1.0, 1.0, 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 lowp vec4 outlineColor; /* defaults to zero */ |
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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 vec2 outlineRange |
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#ifndef GL_ES |
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= vec2(0.5, 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 = 5) |
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#endif |
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uniform lowp float smoothness |
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#ifndef GL_ES |
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= 0.04 |
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#endif |
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; |
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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 materialIdReservedReservedReservedReserved; |
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#define draw_materialIdReserved materialIdReservedReservedReservedReserved.x |
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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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lowp vec4 reserved; |
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lowp vec4 outlineColor; |
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lowp vec4 outlineRangeSmoothnessReserved; |
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#define material_outlineRange outlineRangeSmoothnessReserved.xy |
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#define material_smoothness outlineRangeSmoothnessReserved.z |
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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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/* Textures */ |
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#ifdef EXPLICIT_BINDING |
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layout(binding = 6) |
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#endif |
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uniform lowp sampler2D vectorTexture; |
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/* Inputs */ |
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in mediump vec2 interpolatedTextureCoordinates; |
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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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/* OUtput */ |
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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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void main() { |
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#ifdef UNIFORM_BUFFERS |
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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 float smoothness = materials[materialId].material_smoothness; |
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lowp const vec4 color = materials[materialId].color; |
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lowp const vec4 outlineColor = materials[materialId].outlineColor; |
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lowp const vec2 outlineRange = materials[materialId].material_outlineRange; |
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#endif |
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lowp float intensity = texture(vectorTexture, interpolatedTextureCoordinates).r; |
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/* Fill color */ |
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fragmentColor = smoothstep(outlineRange.x-smoothness, outlineRange.x+smoothness, intensity)*color; |
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/* Outline */ |
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if(outlineRange.x > outlineRange.y) { |
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/* Doing *0.5 instead of /2.0 because the latter causes iOS / WebGL to |
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complain that "Overflow in implicit constant conversion, minimum |
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range for lowp float is (-2,2)" */ |
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lowp float mid = (outlineRange.x + outlineRange.y)*0.5; |
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lowp float halfRange = (outlineRange.x - outlineRange.y)*0.5; |
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fragmentColor += smoothstep(halfRange+smoothness, halfRange-smoothness, distance(mid, intensity))*outlineColor; |
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} |
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}
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