Files
2021-01-05 23:14:16 -08:00

68 lines
1.8 KiB
GLSL

#version 330
uniform mat4 to_screen_space;
uniform float is_fixed_in_frame;
in vec4 color;
in float fill_all; // Either 0 or 1e
in float uv_anti_alias_width;
in vec3 xyz_coords;
in float orientation;
in vec2 uv_coords;
in vec2 uv_b2;
in float bezier_degree;
out vec4 frag_color;
// Needed for quadratic_bezier_distance insertion below
float modify_distance_for_endpoints(vec2 p, float dist, float t){
return dist;
}
#INSERT quadratic_bezier_distance.glsl
float sdf(){
if(bezier_degree < 2){
return abs(uv_coords[1]);
}
float u2 = uv_b2.x;
float v2 = uv_b2.y;
// For really flat curves, just take the distance to x-axis
if(abs(v2 / u2) < 0.1 * uv_anti_alias_width){
return abs(uv_coords[1]);
}
// For flat-ish curves, take the curve
else if(abs(v2 / u2) < 0.5 * uv_anti_alias_width){
return min_dist_to_curve(uv_coords, uv_b2, bezier_degree);
}
// I know, I don't love this amount of arbitrary-seeming branching either,
// but a number of strange dimples and bugs pop up otherwise.
// This converts uv_coords to yet another space where the bezier points sit on
// (0, 0), (1/2, 0) and (1, 1), so that the curve can be expressed implicityly
// as y = x^2.
mat2 to_simple_space = mat2(
v2, 0,
2 - u2, 4 * v2
);
vec2 p = to_simple_space * uv_coords;
// Sign takes care of whether we should be filling the inside or outside of curve.
float sgn = orientation * sign(v2);
float Fp = (p.x * p.x - p.y);
if(sgn * Fp < 0){
return 0;
}else{
return min_dist_to_curve(uv_coords, uv_b2, bezier_degree);
}
}
void main() {
if (color.a == 0) discard;
frag_color = color;
if (fill_all == 1.0) return;
frag_color.a *= smoothstep(1, 0, sdf() / uv_anti_alias_width);
}