This leaves some of the unresolved case where we still need both implementation.
93 lines
2.7 KiB
GLSL
93 lines
2.7 KiB
GLSL
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/* Values in GPU_shader.h. */
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#define GPU_KEYFRAME_SHAPE_DIAMOND (1 << 0)
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#define GPU_KEYFRAME_SHAPE_CIRCLE (1 << 1)
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#define GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL (1 << 2)
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#define GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL (1 << 3)
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#define GPU_KEYFRAME_SHAPE_INNER_DOT (1 << 4)
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#define GPU_KEYFRAME_SHAPE_ARROW_END_MAX (1 << 8)
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#define GPU_KEYFRAME_SHAPE_ARROW_END_MIN (1 << 9)
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#define GPU_KEYFRAME_SHAPE_ARROW_END_MIXED (1 << 10)
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#define GPU_KEYFRAME_SHAPE_SQUARE \
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(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
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const float diagonal_scale = sqrt(0.5);
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const float minmax_bias = 0.7;
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const float minmax_scale = sqrt(1.0 / (1.0 + 1.0 / minmax_bias));
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bool test(int bit)
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{
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return (finalFlags & bit) != 0;
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}
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void main()
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{
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vec2 pos = gl_PointCoord - vec2(0.5);
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vec2 absPos = abs(pos);
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float radius = (absPos.x + absPos.y) * diagonal_scale;
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float outline_dist = -1.0;
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/* Diamond outline */
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if (test(GPU_KEYFRAME_SHAPE_DIAMOND)) {
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outline_dist = max(outline_dist, radius - radii[0]);
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}
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/* Circle outline */
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if (test(GPU_KEYFRAME_SHAPE_CIRCLE)) {
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radius = length(absPos);
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outline_dist = max(outline_dist, radius - radii[1]);
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}
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/* Top & Bottom clamp */
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if (test(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL)) {
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outline_dist = max(outline_dist, absPos.y - radii[2]);
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}
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/* Left & Right clamp */
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if (test(GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)) {
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outline_dist = max(outline_dist, absPos.x - radii[2]);
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}
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float alpha = 1 - smoothstep(thresholds[0], thresholds[1], abs(outline_dist));
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/* Inside the outline. */
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if (outline_dist < 0) {
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/* Middle dot */
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if (test(GPU_KEYFRAME_SHAPE_INNER_DOT)) {
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alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], length(absPos)));
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}
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/* Up and down arrow-like shading. */
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if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX | GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
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float ypos = -1.0;
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/* Up arrow (maximum) */
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if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX)) {
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ypos = max(ypos, pos.y);
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}
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/* Down arrow (minimum) */
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if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
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ypos = max(ypos, -pos.y);
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}
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/* Arrow shape threshold. */
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float minmax_dist = (ypos - radii[3]) - absPos.x * minmax_bias;
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float minmax_step = smoothstep(thresholds[0], thresholds[1], minmax_dist * minmax_scale);
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/* Reduced alpha for uncertain extremes. */
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float minmax_alpha = test(GPU_KEYFRAME_SHAPE_ARROW_END_MIXED) ? 0.55 : 0.85;
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alpha = max(alpha, minmax_step * minmax_alpha);
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}
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fragColor = mix(finalColor, finalOutlineColor, alpha);
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}
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/* Outside the outline. */
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else {
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fragColor = vec4(finalOutlineColor.rgb, finalOutlineColor.a * alpha);
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}
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}
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