2022-03-24 13:45:59 +00:00
|
|
|
#version 150
|
|
|
|
|
|
|
|
// see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h
|
|
|
|
|
2022-03-25 10:05:01 +00:00
|
|
|
const vec2 aa_radius = vec2(0.5);
|
2022-03-24 13:45:59 +00:00
|
|
|
|
|
|
|
uniform vec4 uniform_color;
|
|
|
|
|
|
|
|
in float line_width;
|
|
|
|
in float line_length;
|
|
|
|
in vec2 uv;
|
|
|
|
|
|
|
|
out vec4 out_color;
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
// We render a quad that is fattened by r, giving total width of the line to be w+r. We want smoothing to happen
|
|
|
|
// around w, so that the edge is properly smoothed out. As such, in the smoothstep function we have:
|
|
|
|
// Far edge : 1.0 = (w+r) / (w+r)
|
|
|
|
// Close edge : 1.0 - (2r / (w+r)) = (w+r)/(w+r) - 2r/(w+r)) = (w-r) / (w+r)
|
|
|
|
// This way the smoothing is centered around 'w'.
|
|
|
|
|
|
|
|
out_color = uniform_color;
|
2022-03-25 10:05:01 +00:00
|
|
|
float au = 1.0 - smoothstep(1.0 - (2.0 * aa_radius[0] / line_width), 1.0, abs(uv.x / line_width));
|
|
|
|
float av = 1.0 - smoothstep(1.0 - (2.0 * aa_radius[1] / line_length), 1.0, abs(uv.y / line_length));
|
2022-03-24 13:45:59 +00:00
|
|
|
out_color.a *= min(av, au);
|
|
|
|
}
|