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
103 lines
2.4 KiB
GLSL
103 lines
2.4 KiB
GLSL
/**
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* 2D Quadratic Bezier thick line drawing
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*/
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#define MID_VERTEX 57
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/* u is position along the curve, defining the tangent space.
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* v is "signed" distance (compressed to [0..1] range) from the pos in expand direction */
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in vec2 uv;
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in vec2 pos; /* verts position in the curve tangent space */
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in vec2 expand;
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#ifdef USE_INSTANCE
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/* Instance attrs. */
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in vec2 P0;
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in vec2 P1;
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in vec2 P2;
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in vec2 P3;
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in ivec4 colid_doarrow;
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uniform vec4 colors[6];
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# define colStart colors[colid_doarrow[0]]
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# define colEnd colors[colid_doarrow[1]]
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# define colShadow colors[colid_doarrow[2]]
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# define doArrow (colid_doarrow[3] != 0)
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#else
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/* Single curve drawcall, use uniform. */
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uniform vec2 bezierPts[4];
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# define P0 bezierPts[0]
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# define P1 bezierPts[1]
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# define P2 bezierPts[2]
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# define P3 bezierPts[3]
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uniform vec4 colors[3];
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uniform bool doArrow;
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# define colShadow colors[0]
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# define colStart colors[1]
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# define colEnd colors[2]
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#endif
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uniform float expandSize;
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uniform float arrowSize;
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uniform mat4 ModelViewProjectionMatrix;
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out float colorGradient;
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out vec4 finalColor;
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void main(void)
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{
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float t = uv.x;
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float t2 = t * t;
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float t2_3 = 3.0 * t2;
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float one_minus_t = 1.0 - t;
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float one_minus_t2 = one_minus_t * one_minus_t;
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float one_minus_t2_3 = 3.0 * one_minus_t2;
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vec2 point = (P0 * one_minus_t2 * one_minus_t + P1 * one_minus_t2_3 * t +
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P2 * t2_3 * one_minus_t + P3 * t2 * t);
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vec2 tangent = ((P1 - P0) * one_minus_t2_3 + (P2 - P1) * 6.0 * (t - t2) + (P3 - P2) * t2_3);
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/* tangent space at t */
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tangent = normalize(tangent);
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vec2 normal = tangent.yx * vec2(-1.0, 1.0);
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/* Position vertex on the curve tangent space */
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point += (pos.x * tangent + pos.y * normal) * arrowSize;
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gl_Position = ModelViewProjectionMatrix * vec4(point, 0.0, 1.0);
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vec2 exp_axis = expand.x * tangent + expand.y * normal;
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/* rotate & scale the expand axis */
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exp_axis = ModelViewProjectionMatrix[0].xy * exp_axis.xx +
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ModelViewProjectionMatrix[1].xy * exp_axis.yy;
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float expand_dist = (uv.y * 2.0 - 1.0);
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colorGradient = expand_dist;
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if (gl_VertexID < MID_VERTEX) {
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/* Shadow pass */
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finalColor = colShadow;
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}
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else {
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/* Second pass */
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finalColor = mix(colStart, colEnd, uv.x);
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expand_dist *= 0.5;
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}
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/* Expand into a line */
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gl_Position.xy += exp_axis * expandSize * expand_dist;
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/* if arrow */
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if (expand.y != 1.0 && !doArrow) {
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gl_Position.xy *= 0.0;
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}
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}
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