varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform int shape; uniform int bg; uniform int aa; uniform int sides; uniform int drawDF; uniform float angle; uniform float inner; uniform float outer; uniform float corner; uniform float stRad; uniform float edRad; uniform vec2 angle_range; uniform vec2 dimension; uniform vec2 center; uniform vec2 scale; uniform vec4 bgColor; #define PI 3.14159265359 #define TAU 6.283185307179586 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); } float sdTearDrop( vec2 p, float r1, float r2, float h ) { p.x = abs(p.x); float b = (r1-r2)/h; float a = sqrt(1.0-b*b); float k = dot(p,vec2(-b,a)); if( k < 0.0 ) return length(p) - r1; if( k > a*h ) return length(p-vec2(0.0,h)) - r2; return dot(p, vec2(a,b) ) - r1; } float sdCross( in vec2 p, in vec2 b, float r ) { p = abs(p); p = (p.y>p.x) ? p.yx : p.xy; vec2 q = p - b; float k = max(q.y,q.x); vec2 w = (k>0.0) ? q : vec2(b.y-p.x,-k); return sign(k)*length(max(w,0.0)) + r; } float sdVesica(vec2 p, float r, float d) { p = abs(p); float b = sqrt(r*r-d*d); // can delay this sqrt by rewriting the comparison return ((p.y-b)*d > p.x*b) ? length(p-vec2(0.0,b))*sign(d) : length(p-vec2(-d,0.0))-r; } void main() { float color = 0.; vec2 cen = (v_vTexcoord - center) / scale; vec2 ratio = dimension / dimension.y; float d; if(shape == 0) { d = sdBox( (v_vTexcoord - center) * ratio, (scale * ratio - corner)); d -= corner; } else if(shape == 1) { d = length(cen) - 1.; } else if(shape == 2) { d = sdRegularPolygon( cen, 0.9 - corner, sides, angle ); d -= corner; } else if(shape == 3) { d = sdStar( cen, 0.9 - corner, sides, 2. + inner * (float(sides) - 2.), angle ); d -= corner; } else if(shape == 4) { d = sdArc( cen, vec2(sin(angle), cos(angle)), angle_range, 0.9 - inner, inner ); } else if(shape == 5) { d = sdTearDrop( cen + vec2(0., 0.5), stRad, edRad, 1. ); } else if(shape == 6) { d = sdCross( cen, vec2(1. + corner, outer), corner ); } else if(shape == 7) { d = sdVesica( cen, inner, outer ); } //d = d; if(drawDF == 1) color = -d; else if(aa == 0) color = step(d, 0.0); else color = smoothstep(0.02, -0.02, d); gl_FragColor = mix(bgColor, v_vColour, color); }