Pixel-Composer/build/Windows/0/cache/sh_path_fill_profile.shader

95 lines
2 KiB
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
#ifdef _YY_HLSL11_
#define MAXPATH 1024
#else
#define MAXPATH 256
#endif
uniform vec4 color;
uniform vec4 bgColor;
uniform vec2 dimension;
uniform vec2 path[MAXPATH];
uniform int pathLength;
uniform int side;
uniform int mirror;
uniform int aa;
uniform int bg;
uniform int mode;
void main() {
vec2 px = v_vTexcoord * dimension;
vec2 dm = dimension;
float it = 0.;
float ds = 999999.;
gl_FragColor = vec4(0.);
if(side > 1) {
px = px.yx;
dm = dm.yx;
}
if(mirror == 1 && px.x < dm.x / 2.) px.x = dm.x - px.x;
if(side == 1 || side == 3) px.x = 1. - px.x;
for(int i = 1; i < MAXPATH; i++) {
if(i >= pathLength) break;
vec2 p0 = path[i - 1];
vec2 p1 = path[i];
if(side > 1) {
p0 = p0.yx;
p1 = p1.yx;
}
if(side == 1 || side == 3) {
p0.x = 1. - p0.x;
p1.x = 1. - p1.x;
}
if(p0.x < px.x && p1.x < px.x) continue;
if(p0.y < px.y && p1.y < px.y) continue;
if(p0.y > px.y && p1.y > px.y) continue;
float _s = (p1.x - p0.x) / (p1.y - p0.y);
float _x = p0.x + _s * (px.y - p0.y);
if(_x > px.x) it++;
ds = min(ds, abs(px.x - _x));
}
bool fill = false;
if(mode == 0) fill = mod(it, 2.) == 1.;
else if(mode == 1) fill = it > 0.;
if(fill) {
gl_FragColor = color;
if(aa == 1) gl_FragColor.a *= min(1., ds);
}
}