diff --git a/resources/shaders/140/thick_lines.fs b/resources/shaders/140/thick_lines.fs index cf963b16a..31290abdb 100644 --- a/resources/shaders/140/thick_lines.fs +++ b/resources/shaders/140/thick_lines.fs @@ -2,7 +2,7 @@ // see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h -const vec2 aa_radius = vec2(1.0); +const vec2 aa_radius = vec2(0.5); uniform vec4 uniform_color; @@ -21,7 +21,7 @@ void main() // This way the smoothing is centered around 'w'. out_color = uniform_color; - 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) ); + 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)); out_color.a *= min(av, au); } diff --git a/resources/shaders/140/thick_lines.gs b/resources/shaders/140/thick_lines.gs index ee9060d91..dbfe400d4 100644 --- a/resources/shaders/140/thick_lines.gs +++ b/resources/shaders/140/thick_lines.gs @@ -5,7 +5,7 @@ layout(lines) in; layout(triangle_strip, max_vertices = 4) out; -const vec2 aa_radius = vec2(1.0); +const vec2 aa_radius = vec2(0.5); uniform vec2 viewport_size; uniform float width; @@ -16,26 +16,24 @@ out vec2 uv; void main() { - float u_width = viewport_size[0]; - float u_height = viewport_size[1]; - float u_aspect_ratio = u_height / u_width; + float u_width = viewport_size[0]; + float u_height = viewport_size[1]; vec2 ndc_0 = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w; vec2 ndc_1 = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w; - vec2 line_vector = ndc_1 - ndc_0; - vec2 viewport_line_vector = line_vector * viewport_size; + vec2 viewport_line_vector = 0.5 * (ndc_1 - ndc_0) * viewport_size; vec2 dir = normalize(viewport_line_vector); vec2 normal_dir = vec2(-dir.y, dir.x); - line_width = max(1.0, width) + aa_radius[0]; + line_width = max(1.0, width) + 2.0 * aa_radius[0]; line_length = length(viewport_line_vector) + 2.0 * aa_radius[1]; vec2 normal = vec2(line_width / u_width, line_width / u_height) * normal_dir; vec2 extension = vec2(aa_radius[1] / u_width, aa_radius[1] / u_height) * dir; - float half_line_width = line_width * 0.5; - float half_line_length = line_length * 0.5; + float half_line_width = 0.5 * line_width; + float half_line_length = 0.5 * line_length; uv = vec2(-half_line_width, half_line_length); gl_Position = vec4((ndc_0 + normal - extension) * gl_in[0].gl_Position.w, gl_in[0].gl_Position.zw);