105 lines
2.7 KiB
GLSL
105 lines
2.7 KiB
GLSL
#version 330 core
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#define PAINT_TYPE_COLOR 0x1B00
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#define PAINT_TYPE_LINEAR_GRADIENT 0x1B01
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#define PAINT_TYPE_RADIAL_GRADIENT 0x1B02
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#define PAINT_TYPE_PATTERN 0x1B03
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#define DRAW_IMAGE_NORMAL 0x1F00
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#define DRAW_IMAGE_MULTIPLY 0x1F01
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#define DRAW_MODE_PATH 0
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#define DRAW_MODE_IMAGE 1
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out vec4 fragColor;
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in vec2 texImageCoord;
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in vec2 paintCoord;
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uniform int drawMode;
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uniform int imageMode;
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uniform int paintType;
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uniform vec4 paintColor;
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uniform vec2 paintParams[3];
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uniform vec4 scaleFactorBias[2];
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uniform sampler2D imageSampler;
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uniform sampler2D rampSampler;
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uniform sampler2D patternSampler;
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float linear_gradient(vec2 fragCoord, vec2 p0, vec2 p1){
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float x = fragCoord.x;
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float y = fragCoord.y;
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float x0 = p0.x;
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float y0 = p0.y;
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float x1 = p1.x;
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float y1 = p1.y;
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float dx = x1 - x0;
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float dy = y1 - y0;
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return
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( dx * (x - x0) + dy * (y - y0) )
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/ ( dx*dx + dy*dy );
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}
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float radial_gradient(vec2 fragCoord, vec2 centerCoord, vec2 focalCoord, float r){
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float x = fragCoord.x;
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float y = fragCoord.y;
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float cx = centerCoord.x;
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float cy = centerCoord.y;
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float fx = focalCoord.x;
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float fy = focalCoord.y;
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float dx = x - fx;
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float dy = y - fy;
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float dfx = fx - cx;
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float dfy = fy - cy;
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return
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( (dx * dfx + dy * dfy) + sqrt(r*r*(dx*dx + dy*dy) - pow(dx*dfy - dy*dfx, 2.0)) )
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/ ( r*r - (dfx*dfx + dfy*dfy) );
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}
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void main()
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{
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vec4 col;
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switch(paintType){
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case PAINT_TYPE_LINEAR_GRADIENT:
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{
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vec2 x0 = paintParams[0];
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vec2 x1 = paintParams[1];
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float factor = linear_gradient(paintCoord, x0, x1);
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col = texture(rampSampler, vec2(factor, 0.5));
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}
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break;
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case PAINT_TYPE_RADIAL_GRADIENT:
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{
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vec2 center = paintParams[0];
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vec2 focal = paintParams[1];
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float radius = paintParams[2].x;
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float factor = radial_gradient(paintCoord, center, focal, radius);
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col = texture(rampSampler, vec2(factor, 0.5));
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}
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break;
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case PAINT_TYPE_PATTERN:
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{
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float width = paintParams[0].x;
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float height = paintParams[0].y;
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vec2 texCoord = vec2(paintCoord.x / width, paintCoord.y / height);
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col = texture(patternSampler, texCoord);
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}
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break;
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default:
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case PAINT_TYPE_COLOR:
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col = paintColor;
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break;
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}
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if(drawMode == DRAW_MODE_IMAGE) {
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col = texture(imageSampler, texImageCoord)
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* (imageMode == DRAW_IMAGE_MULTIPLY ? col : vec4(1.0, 1.0, 1.0, 1.0));
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}
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fragColor = col * scaleFactorBias[0] + scaleFactorBias[1];
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}
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