OpenGL: shaders for smooth round points
Solid color with an optional outline. size (diameter) and outlineWidth are in pixels.
This commit is contained in:
@@ -136,11 +136,15 @@ data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_smooth_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_uniform_color_smooth_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_uniform_color_outline_smooth_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
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@@ -106,6 +106,8 @@ typedef enum GPUBuiltinShader {
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GPU_SHADER_2D_TEXTURE_RECT,
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GPU_SHADER_2D_TEXTURE_RECT,
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/* points */
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/* points */
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GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
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GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH,
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
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GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
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GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
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GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
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GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
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GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
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GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
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@@ -62,11 +62,15 @@ extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_no_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_no_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_uniform_color_smooth_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_uniform_color_outline_smooth_vert_glsl[];
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extern char datatoc_gpu_shader_text_vert_glsl[];
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extern char datatoc_gpu_shader_text_vert_glsl[];
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extern char datatoc_gpu_shader_text_frag_glsl[];
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extern char datatoc_gpu_shader_text_frag_glsl[];
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@@ -113,6 +117,8 @@ static struct GPUShadersGlobal {
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/* points */
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/* points */
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GPUShader *point_fixed_size_uniform_color_2D;
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GPUShader *point_fixed_size_uniform_color_2D;
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GPUShader *point_varying_size_varying_color_2D;
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GPUShader *point_varying_size_varying_color_2D;
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GPUShader *point_uniform_size_uniform_color_smooth_2D;
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GPUShader *point_uniform_size_uniform_color_outline_smooth_2D;
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GPUShader *point_fixed_size_uniform_color_3D;
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GPUShader *point_fixed_size_uniform_color_3D;
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GPUShader *point_fixed_size_varying_color_3D;
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GPUShader *point_fixed_size_varying_color_3D;
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GPUShader *point_varying_size_uniform_color_3D;
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GPUShader *point_varying_size_uniform_color_3D;
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@@ -739,6 +745,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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NULL, NULL, NULL, 0, 0, 0);
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.point_varying_size_varying_color_2D;
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retval = GG.shaders.point_varying_size_varying_color_2D;
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break;
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break;
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case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH:
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if (!GG.shaders.point_uniform_size_uniform_color_smooth_2D)
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GG.shaders.point_uniform_size_uniform_color_smooth_2D = GPU_shader_create(
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datatoc_gpu_shader_2D_point_uniform_size_uniform_color_smooth_vert_glsl,
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datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.point_uniform_size_uniform_color_smooth_2D;
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break;
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case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH:
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if (!GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D)
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GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D = GPU_shader_create(
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datatoc_gpu_shader_2D_point_uniform_size_uniform_color_outline_smooth_vert_glsl,
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datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D;
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break;
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case GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR:
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case GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR:
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if (!GG.shaders.point_fixed_size_uniform_color_3D)
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if (!GG.shaders.point_fixed_size_uniform_color_3D)
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GG.shaders.point_fixed_size_uniform_color_3D = GPU_shader_create(
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GG.shaders.point_fixed_size_uniform_color_3D = GPU_shader_create(
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@@ -935,6 +957,16 @@ void GPU_shader_free_builtin_shaders(void)
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GG.shaders.point_varying_size_varying_color_2D = NULL;
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GG.shaders.point_varying_size_varying_color_2D = NULL;
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}
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}
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if (GG.shaders.point_uniform_size_uniform_color_smooth_2D) {
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GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_smooth_2D);
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GG.shaders.point_uniform_size_uniform_color_smooth_2D = NULL;
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}
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if (GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D) {
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GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D);
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GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D = NULL;
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}
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if (GG.shaders.point_fixed_size_uniform_color_3D) {
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if (GG.shaders.point_fixed_size_uniform_color_3D) {
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GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_3D);
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GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_3D);
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GG.shaders.point_fixed_size_uniform_color_3D = NULL;
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GG.shaders.point_fixed_size_uniform_color_3D = NULL;
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@@ -0,0 +1,28 @@
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uniform float size;
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uniform float outlineWidth;
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#if __VERSION__ == 120
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attribute vec2 pos;
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varying vec4 radii;
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#else
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in vec2 pos;
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out vec4 radii;
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#endif
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void main() {
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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gl_PointSize = size;
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// calculate concentric radii in pixels
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float radius = 0.5 * size;
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// start at the outside and progress toward the center
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radii[0] = radius;
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radii[1] = radius - 1.0;
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radii[2] = radius - outlineWidth;
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radii[3] = radius - outlineWidth - 1.0;
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// convert to PointCoord units
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radii /= size;
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}
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@@ -0,0 +1,25 @@
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uniform float size;
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#if __VERSION__ == 120
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attribute vec2 pos;
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varying vec2 radii;
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#else
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in vec2 pos;
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out vec2 radii;
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#endif
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void main() {
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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gl_PointSize = size;
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// calculate concentric radii in pixels
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float radius = 0.5 * size;
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// start at the outside and progress toward the center
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radii[0] = radius;
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radii[1] = radius - 1.0;
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// convert to PointCoord units
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radii /= size;
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}
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@@ -0,0 +1,34 @@
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uniform vec4 color;
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uniform vec4 outlineColor;
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#if __VERSION__ == 120
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varying vec4 radii;
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#define fragColor gl_FragColor
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#else
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in vec4 radii;
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out vec4 fragColor;
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#endif
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void main() {
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float dist = length(gl_PointCoord - vec2(0.5));
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// transparent outside of point
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// --- 0 ---
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// smooth transition
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// --- 1 ---
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// pure outline color
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// --- 2 ---
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// smooth transition
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// --- 3 ---
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// pure point color
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// ...
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// dist = 0 at center of point
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float midStroke = 0.5 * (radii[1] + radii[2]);
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if (dist > midStroke)
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fragColor = mix(outlineColor, vec4(0.0), smoothstep(radii[1], radii[0], dist));
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else
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fragColor = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist));
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}
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@@ -0,0 +1,24 @@
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uniform vec4 color;
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#if __VERSION__ == 120
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varying vec2 radii;
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#define fragColor gl_FragColor
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#else
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in vec2 radii;
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out vec4 fragColor;
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#endif
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void main() {
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float dist = length(gl_PointCoord - vec2(0.5));
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// transparent outside of point
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// --- 0 ---
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// smooth transition
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// --- 1 ---
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// pure point color
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// ...
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// dist = 0 at center of point
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fragColor = mix(color, vec4(0.0), smoothstep(radii[1], radii[0], dist));
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}
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