#version 150 // see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h // https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3 const float aa_radius = 0.5; uniform float dash_size; uniform float gap_size; uniform vec4 uniform_color; in float line_width; // x = v tex coord, y = s coord in vec2 seg_params; out vec4 out_color; void main() { float inv_stride = 1.0 / (dash_size + gap_size); if (gap_size > 0.0 && fract(seg_params.y * inv_stride) > dash_size * inv_stride) discard; // 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; float inv_line_width = 1.0 / line_width; float aa = 1.0 - smoothstep(1.0 - (2.0 * aa_radius * inv_line_width), 1.0, abs(seg_params.x * inv_line_width)); out_color.a *= aa; }