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blender-portable-repo/scripts/addons/RetopoFlow/addon_common/common/shaders/arrow.glsl
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2026-03-17 14:30:01 -06:00

94 lines
2.4 KiB
GLSL

/*
Copyright (C) 2023 CG Cookie
http://cgcookie.com
hello@cgcookie.com
Created by Jonathan Denning
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
struct Options {
mat4 uMVPMatrix;
float uInOut;
}
uniform Options options;
in vec4 vPos;
in vec4 vFrom;
in vec4 vInColor;
in vec4 vOutColor;
/////////////////////////////////////////////////////////////////////////
// vertex shader
#version 330
out float aRot;
out vec4 aInColor;
out vec4 aOutColor;
float angle(vec2 d) { return atan(d.y, d.x); }
void main() {
vec4 p0 = options.uMVPMatrix * vFrom;
vec4 p1 = options.uMVPMatrix * vPos;
gl_Position = p1;
aRot = angle((p1.xy / p1.w) - (p0.xy / p0.w));
aInColor = vInColor;
aOutColor = vOutColor;
}
/////////////////////////////////////////////////////////////////////////
// fragment shader
#version 330
in float aRot;
in vec4 aInColor;
in vec4 aOutColor;
out vec4 outColor;
float alpha(vec2 dir) {
vec2 d0 = dir - vec2(1,1);
vec2 d1 = dir - vec2(1,-1);
float d0v = -d0.x/2.0 - d0.y;
float d1v = -d1.x/2.0 + d1.y;
float dv0 = length(dir);
float dv1 = distance(dir, vec2(-2,0));
if(d0v < 1.0 || d1v < 1.0) return -1.0;
// if(dv0 > 1.0) return -1.0;
if(dv1 < 1.3) return -1.0;
if(d0v - 1.0 < (1.0 - options.uInOut) || d1v - 1.0 < (1.0 - options.uInOut)) return 0.0;
//if(dv0 > options.uInOut) return 0.0;
if(dv1 - 1.3 < (1.0 - options.uInOut)) return 0.0;
return 1.0;
}
void main() {
vec2 d = 2.0 * (gl_PointCoord - vec2(0.5, 0.5));
vec2 dr = vec2(cos(aRot)*d.x - sin(aRot)*d.y, sin(aRot)*d.x + cos(aRot)*d.y);
float a = alpha(dr);
if(a < 0.0) { discard; return; }
outColor = mix(aOutColor, aInColor, a);
// https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Python_API
outColor = blender_srgb_to_framebuffer_space(outColor);
}