1
0
Fork 0
fgdata/Shaders/ShaderVG/pipeline.frag
2024-02-07 00:36:37 +01:00

105 lines
2.7 KiB
GLSL

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