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