38 lines
965 B
Text
38 lines
965 B
Text
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#ifdef ENABLE_VTF
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layout (location = 0) in LOW_P vec4 v_color;
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#else
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layout (location = 1) in vec2 v_colorTexCoords;
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layout (binding = 1) uniform sampler2D u_colorTex;
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#endif
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layout (location = 2) in vec3 v_radius;
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layout (location = 0) out vec4 v_FragColor;
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layout (binding = 0) uniform UBO
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{
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mat4 u_modelView;
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mat4 u_projection;
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mat4 u_pivotTransform;
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vec2 u_contrastGamma;
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float u_opacity;
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float u_zScale;
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float u_interpolation;
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float u_isOutlinePass;
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};
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const float aaPixelsCount = 2.5;
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void main()
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{
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#ifdef ENABLE_VTF
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LOW_P vec4 finalColor = v_color;
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#else
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LOW_P vec4 finalColor = texture(u_colorTex, v_colorTexCoords);
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#endif
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float smallRadius = v_radius.z - aaPixelsCount;
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float stepValue = smoothstep(smallRadius * smallRadius, v_radius.z * v_radius.z,
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v_radius.x * v_radius.x + v_radius.y * v_radius.y);
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finalColor.a = finalColor.a * u_opacity * (1.0 - stepValue);
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v_FragColor = finalColor;
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}
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