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Fold used shaders into the main shader

This commit is contained in:
Erik Hofman 2023-03-08 11:27:55 +01:00
parent cfef45c93b
commit 61664836a4
4 changed files with 6 additions and 76 deletions

View file

@ -1,7 +1,5 @@
// -*-C++-*-
#version 330
/*** Enum constans ************************************/
#version 330 core
#define PAINT_TYPE_COLOR 0x1B00
#define PAINT_TYPE_LINEAR_GRADIENT 0x1B01
@ -14,40 +12,19 @@
#define DRAW_MODE_PATH 0
#define DRAW_MODE_IMAGE 1
/*** Interpolated *************************************/
in vec2 texImageCoord;
in vec2 paintCoord;
/*** Input ********************************************/
// Basic rendering Mode
uniform int drawMode;
// Image
uniform sampler2D imageSampler;
uniform int imageMode;
// Paint
uniform int paintType;
uniform vec4 paintColor;
uniform vec2 paintParams[3];
// Gradient
uniform sampler2D rampSampler;
// Pattern
uniform sampler2D patternSampler;
// Color transform
uniform vec4 scaleFactorBias[2];
/*** Output *******************************************/
//out vec4 fragColor;
/*** Built-in variables for shMain *******************************************/
vec4 sh_Color;
/*** Functions ****************************************/
// 9.3.1 Linear Gradients
float linearGradient(vec2 fragCoord, vec2 p0, vec2 p1){
float x = fragCoord.x;
@ -64,7 +41,6 @@ float linearGradient(vec2 fragCoord, vec2 p0, vec2 p1){
/ ( dx*dx + dy*dy );
}
// 9.3.2 Radial Gradients
float radialGradient(vec2 fragCoord, vec2 centerCoord, vec2 focalCoord, float r){
float x = fragCoord.x;
@ -83,16 +59,10 @@ float radialGradient(vec2 fragCoord, vec2 centerCoord, vec2 focalCoord, float r)
/ ( r*r - (dfx*dfx + dfy*dfy) );
}
// User defined shader
void shMain(void);
/*** Main thread *************************************/
void main()
{
vec4 col;
/* Stage 6: Paint Generation */
switch(paintType){
case PAINT_TYPE_LINEAR_GRADIENT:
{
@ -125,15 +95,10 @@ void main()
break;
}
/* Stage 7: Image Interpolation */
if(drawMode == DRAW_MODE_IMAGE) {
col = texture(imageSampler, texImageCoord)
* (imageMode == DRAW_IMAGE_MULTIPLY ? col : vec4(1.0, 1.0, 1.0, 1.0));
}
/* Stage 8: Color Transformation, Blending, and Antialiasing */
sh_Color = col * scaleFactorBias[0] + scaleFactorBias[1] ;
/* Extended Stage: User defined shader that affects gl_FragColor */
shMain();
gl_FragColor = col * scaleFactorBias[0] + scaleFactorBias[1];
}

View file

@ -1,39 +1,16 @@
// -*-C++-*-
#version 330
#version 330 core
/*** Input *******************/
in vec2 pos;
in vec2 textureUV;
uniform mat4 sh_View;
uniform mat4 sh_Model;
uniform mat4 sh_Ortho;
uniform mat3 paintInverted;
/*** Output ******************/
out vec2 texImageCoord;
out vec2 paintCoord;
/*** Grobal variables ********************/
vec4 sh_Vertex;
/*** Functions ****************************************/
// User defined shader
void shMain(void);
/*** Main thread **************************************************/
void main() {
/* Stage 3: Transformation */
sh_Vertex = vec4(pos, 0, 1);
/* Extended Stage: User defined shader that affects gl_Position */
shMain();
/* 2D pos in texture space */
void main()
{
// gl_Position = vec4(pos, 0, 1);
texImageCoord = textureUV;
/* 2D pos in paint space (Back to paint space) */
paintCoord = (paintInverted * vec3(pos, 1)).xy;
}

View file

@ -1,6 +0,0 @@
// -*-C++-*-
void shMain() {
gl_FragColor = sh_Color;
}

View file

@ -1,6 +0,0 @@
// -*-C++-*-
void shMain() {
gl_Position = sh_Ortho * sh_View * sh_Model * sh_Vertex;
}