28 lines
954 B
Forth
28 lines
954 B
Forth
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#version 150
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// see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h
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const vec2 aa_radius = vec2(1.5);
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uniform vec4 uniform_color;
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in float line_width;
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in float line_length;
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in vec2 uv;
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out vec4 out_color;
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void main()
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{
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// We render a quad that is fattened by r, giving total width of the line to be w+r. We want smoothing to happen
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// around w, so that the edge is properly smoothed out. As such, in the smoothstep function we have:
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// Far edge : 1.0 = (w+r) / (w+r)
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// Close edge : 1.0 - (2r / (w+r)) = (w+r)/(w+r) - 2r/(w+r)) = (w-r) / (w+r)
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// This way the smoothing is centered around 'w'.
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out_color = uniform_color;
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float au = 1.0 - smoothstep( 1.0 - ((2.0 * aa_radius[0]) / line_width), 1.0, abs(uv.x / line_width) );
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float av = 1.0 - smoothstep( 1.0 - ((2.0 * aa_radius[1]) / line_length), 1.0, abs(uv.y / line_length) );
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out_color.a *= min(av, au);
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}
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