No functional change, just cleaning up the shader code a bit. Part of this is removing dead code (the discard was never called), and part is shuffling mix/max around based on feedback by Sybren Stüvel.
39 lines
1.0 KiB
GLSL
39 lines
1.0 KiB
GLSL
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in float colorGradient;
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in vec4 finalColor;
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in float lineU;
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flat in float lineLength;
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flat in float dashFactor;
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flat in int isMainLine;
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out vec4 fragColor;
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#define DASH_WIDTH 20.0
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#define ANTIALIAS 1.0
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void main()
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{
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fragColor = finalColor;
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if ((isMainLine != 0) && (dashFactor < 1.0)) {
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float distance_along_line = lineLength * lineU;
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float normalized_distance = fract(distance_along_line / DASH_WIDTH);
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/* Checking if `normalized_distance <= dashFactor` is already enough for a basic
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* dash, however we want to handle a nice antialias. */
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float dash_center = DASH_WIDTH * dashFactor * 0.5;
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float normalized_distance_triangle =
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1.0 - abs((fract((distance_along_line - dash_center) / DASH_WIDTH)) * 2.0 - 1.0);
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float t = ANTIALIAS / DASH_WIDTH;
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float slope = 1.0 / (2.0 * t);
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float unclamped_alpha = 1.0 - slope * (normalized_distance_triangle - dashFactor + t);
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float alpha = max(0.0, min(unclamped_alpha, 1.0));
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fragColor.a *= alpha;
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}
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fragColor.a *= smoothstep(1.0, 0.1, abs(colorGradient));
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}
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