Pixel-Composer/shaders/sh_shape/sh_shape.fsh

133 lines
3.5 KiB
Plaintext
Raw Normal View History

2022-01-13 05:24:03 +01:00
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int shape;
uniform int bg;
uniform int aa;
uniform int sides;
uniform float angle;
uniform float inner;
uniform float corner;
uniform vec2 angle_range;
uniform vec2 dimension;
uniform vec2 center;
uniform vec2 scale;
#define PI 3.14159265359
#define TAU 6.28318530718
float sdRegularPolygon(in vec2 p, in float r, in int n, in float ang ) {
// these 4 lines can be precomputed for a given shape
float an = PI / float(n);
vec2 acs = vec2(cos(an), sin(an));
// reduce to first sector
float bn = mod(atan(p.x, p.y) + PI - ang, 2.0 * an) - an;
p = length(p) * vec2(cos(bn), abs(sin(bn)));
// line sdf
p -= r * acs;
p.y += clamp( -p.y, 0.0, r * acs.y);
return length(p) * sign(p.x);
}
// signed distance to a n-star polygon with external angle en
float sdStar(in vec2 p, in float r, in int n, in float m, in float ang) { // m=[2,n]
// these 4 lines can be precomputed for a given shape
float an = PI / float(n);
float en = PI / m;
vec2 acs = vec2(cos(an), sin(an));
vec2 ecs = vec2(cos(en), sin(en)); // ecs=vec2(0,1) and simplify, for regular polygon,
// reduce to first sector
float bn = mod( atan(p.x, p.y) + PI - ang, 2.0 * an) - an;
p = length(p) * vec2(cos(bn), abs(sin(bn)));
// line sdf
p -= r * acs;
p += ecs * clamp( -dot(p, ecs), 0.0, r * acs.y / ecs.y);
return length(p)*sign(p.x);
}
// sca is the sin/cos of the orientation
// scb is the sin/cos of the aperture
float sdArc( in vec2 p, in vec2 sca, in vec2 scb, in float ra, in float rb ) {
p *= mat2(sca.x, sca.y, -sca.y, sca.x);
p.x = abs(p.x);
float k = (scb.y * p.x > scb.x * p.y) ? dot(p.xy,scb) : length(p);
return sqrt( dot(p, p) + ra * ra - 2.0 * ra * k ) - rb;
}
float sdRoundBox( in vec2 p, in vec2 b, in vec4 r ) {
r.xy = (p.x > 0.0)? r.xy : r.zw;
r.x = (p.y > 0.0)? r.x : r.y;
vec2 q = abs(p) - b + r.x;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
}
float sdBox( in vec2 p, in vec2 b ) {
vec2 d = abs(p) - b;
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}
void main() {
float color = 0.;
vec2 cen = (v_vTexcoord - center) / scale;
float ratio = dimension.x / dimension.y;
if(shape == 0) {
vec2 cen = v_vTexcoord - center;
if(abs(cen.x) < scale.x && abs(cen.y) < scale.y)
color = 1.;
} else if(shape == 1) {
if(aa == 0)
color = step(length((v_vTexcoord - center) / scale), 1.);
else
color = smoothstep(1., 0.95, length((v_vTexcoord - center) / scale));
} else if(shape == 2) {
float d = sdRegularPolygon( cen, 0.9 - corner, sides, angle );
d -= corner;
if(aa == 0)
color = step(d, 0.);
else
color = smoothstep(.05, 0., d);
} else if(shape == 3) {
float d = sdStar( cen, 0.9 - corner, sides, 2. + inner * (float(sides) - 2.), angle );
d -= corner;
if(aa == 0)
color = step(d, 0.);
else
color = smoothstep(0.05, 0., d);
} else if(shape == 4) {
float d = sdArc( cen, vec2(sin(angle), cos(angle)), angle_range, 0.9 - inner, inner );
d -= corner;
if(aa == 0)
color = step(d, 0.);
else
color = smoothstep(0.05, 0., d);
} else if(shape == 5) {
float d = sdBox( v_vTexcoord - center, scale - corner);
d -= corner;
if(aa == 0)
color = step(d, 0.0);
else
color = smoothstep(0.05, 0., d);
}
if(bg == 0)
gl_FragColor = vec4(vec3(1.), color);
else
gl_FragColor = vec4(vec3(v_vColour.rgb * color), 1.0);
}