Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
90 lines
2.0 KiB
GLSL
90 lines
2.0 KiB
GLSL
flat in vec4 radii;
|
|
flat in vec4 thresholds;
|
|
|
|
flat in vec4 finalColor;
|
|
flat in vec4 finalOutlineColor;
|
|
|
|
flat in int finalFlags;
|
|
|
|
out vec4 fragColor;
|
|
|
|
const float diagonal_scale = sqrt(0.5);
|
|
|
|
const float minmax_bias = 0.7;
|
|
const float minmax_scale = sqrt(1.0 / (1.0 + 1.0 / minmax_bias));
|
|
|
|
bool test(int bit)
|
|
{
|
|
return (finalFlags & bit) != 0;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 pos = gl_PointCoord - vec2(0.5);
|
|
vec2 absPos = abs(pos);
|
|
float radius = (absPos.x + absPos.y) * diagonal_scale;
|
|
|
|
float outline_dist = -1.0;
|
|
|
|
/* Diamond outline */
|
|
if (test(0x1)) {
|
|
outline_dist = max(outline_dist, radius - radii[0]);
|
|
}
|
|
|
|
/* Circle outline */
|
|
if (test(0x2)) {
|
|
radius = length(absPos);
|
|
|
|
outline_dist = max(outline_dist, radius - radii[1]);
|
|
}
|
|
|
|
/* Top & Bottom clamp */
|
|
if (test(0x4)) {
|
|
outline_dist = max(outline_dist, absPos.y - radii[2]);
|
|
}
|
|
|
|
/* Left & Right clamp */
|
|
if (test(0x8)) {
|
|
outline_dist = max(outline_dist, absPos.x - radii[2]);
|
|
}
|
|
|
|
float alpha = 1 - smoothstep(thresholds[0], thresholds[1], abs(outline_dist));
|
|
|
|
/* Inside the outline. */
|
|
if (outline_dist < 0) {
|
|
/* Middle dot */
|
|
if (test(0x10)) {
|
|
alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], radius));
|
|
}
|
|
|
|
/* Up and down arrow-like shading. */
|
|
if (test(0x300)) {
|
|
float ypos = -1.0;
|
|
|
|
/* Up arrow (maximum) */
|
|
if (test(0x100)) {
|
|
ypos = max(ypos, pos.y);
|
|
}
|
|
/* Down arrow (minimum) */
|
|
if (test(0x200)) {
|
|
ypos = max(ypos, -pos.y);
|
|
}
|
|
|
|
/* Arrow shape threshold. */
|
|
float minmax_dist = (ypos - radii[3]) - absPos.x * minmax_bias;
|
|
float minmax_step = smoothstep(thresholds[0], thresholds[1], minmax_dist * minmax_scale);
|
|
|
|
/* Reduced alpha for uncertain extremes. */
|
|
float minmax_alpha = test(0x400) ? 0.55 : 0.85;
|
|
|
|
alpha = max(alpha, minmax_step * minmax_alpha);
|
|
}
|
|
|
|
fragColor = mix(finalColor, finalOutlineColor, alpha);
|
|
}
|
|
/* Outside the outline. */
|
|
else {
|
|
fragColor = vec4(finalOutlineColor.rgb, finalOutlineColor.a * alpha);
|
|
}
|
|
}
|