Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
69 lines
2.3 KiB
GLSL
69 lines
2.3 KiB
GLSL
// floor(127 / 2) == 63.0
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// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
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// stored in a byte (-128..127). we scale regular normals up to length 63, but
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// there are also "special" normals that have a bigger length (of up to 126 in
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// this case).
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// #define scale 63.0
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#define scale 0.015873016
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layout (location = 0) in vec2 a_pos_normal;
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layout (location = 1) in vec4 a_data;
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layout (std140) uniform LineBasicUBO {
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highp mat4 u_matrix;
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highp vec2 u_units_to_pixels;
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mediump float u_ratio;
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lowp float pad0;
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};
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layout (std140) uniform LineBasicPropertiesUBO {
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highp vec4 u_color;
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lowp float u_opacity;
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mediump float u_width;
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highp vec2 pad1;
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};
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out vec2 v_normal;
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out float v_width;
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out float v_gamma_scale;
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out highp float v_linesofar;
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void main() {
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// the distance over which the line edge fades out.
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// Retina devices need a smaller distance to avoid aliasing.
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float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0;
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vec2 a_extrude = a_data.xy - 128.0;
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v_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * 2.0;
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vec2 pos = floor(a_pos_normal * 0.5);
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// x is 1 if it's a round cap, 0 otherwise
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// y is 1 if the normal points up, and -1 if it points down
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// We store these in the least significant bit of a_pos_normal
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mediump vec2 normal = a_pos_normal - 2.0 * pos;
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normal.y = normal.y * 2.0 - 1.0;
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v_normal = normal;
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// these transformations used to be applied in the JS and native code bases.
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// moved them into the shader for clarity and simplicity.
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float halfwidth = u_width / 2.0;
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float outset = halfwidth + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
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// Scale the extrusion vector down to a normal and then up by the line width
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// of this vertex.
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mediump vec2 dist = outset * a_extrude * scale;
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vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
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gl_Position = u_matrix * vec4(pos, 0.0, 1.0) + projected_extrude;
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// calculate how much the perspective view squishes or stretches the extrude
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float extrude_length_without_perspective = length(dist);
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float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
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v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
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v_width = outset;
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}
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