40 lines
1.2 KiB
GLSL
40 lines
1.2 KiB
GLSL
// Warning! Beware to use this shader. "discard" command may significally reduce performance.
|
|
// Unfortunately some CG algorithms cannot be implemented without discarding fragments from depth buffer.
|
|
|
|
layout (location = 0) in vec4 v_radius;
|
|
layout (location = 1) in vec4 v_color;
|
|
|
|
layout (location = 0) out vec4 v_FragColor;
|
|
|
|
layout (binding = 0) uniform UBO
|
|
{
|
|
mat4 u_modelView;
|
|
mat4 u_projection;
|
|
mat4 u_pivotTransform;
|
|
vec4 u_routeParams;
|
|
vec4 u_color;
|
|
vec4 u_maskColor;
|
|
vec4 u_outlineColor;
|
|
vec4 u_fakeColor;
|
|
vec4 u_fakeOutlineColor;
|
|
vec2 u_fakeBorders;
|
|
vec2 u_pattern;
|
|
vec2 u_angleCosSin;
|
|
float u_arrowHalfWidth;
|
|
float u_opacity;
|
|
};
|
|
|
|
const float kAntialiasingPixelsCount = 2.5;
|
|
|
|
void main()
|
|
{
|
|
vec4 finalColor = v_color;
|
|
float aaRadius = max(v_radius.z - kAntialiasingPixelsCount, 0.0);
|
|
float stepValue = smoothstep(aaRadius * aaRadius, v_radius.z * v_radius.z,
|
|
dot(v_radius.xy, v_radius.xy));
|
|
finalColor.a = finalColor.a * u_opacity * (1.0 - stepValue);
|
|
if (finalColor.a < 0.01 || u_routeParams.y > v_radius.w)
|
|
discard;
|
|
finalColor = vec4(mix(finalColor.rgb, u_maskColor.rgb, u_maskColor.a), finalColor.a);
|
|
v_FragColor = finalColor;
|
|
}
|