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