Debug bezier quad, doesn't draw straighter lines well

This commit is contained in:
2021-03-12 22:17:48 +01:00
parent 95c9610b74
commit 9aa6fec418
6 changed files with 25 additions and 13 deletions
+2 -5
View File
@@ -23,10 +23,7 @@ void main()
//float d = x - y - 1 + 2* sqrt(y);
float d = sqrt(x) + sqrt(y) - 1;
float e = sqrt(f(x,w)) + sqrt(f(y,w2)) - 1.0;
if ( d < 0 || e > 0) { discard; }
// if ( d < 0 || e > 0) { discard; }
fColor = gColor;
// if ( d < 0) { fColor = vec4 (0,1,0,1); }
// if ( e > 0) { fColor = vec4 (0,0,1,1); }
// if ( d < z*z*0.0 || d > z*z*0.1+ 0.5) { fColor = vec4 (0,1,0,1); }
// if ( d < -0.1 || d > 0.1) { fColor = vec4 (0,0,1,1); }
if ( d < 0 || e > 0) { fColor = vec4(0,0,1,1); }
}
+8 -3
View File
@@ -1,6 +1,6 @@
#version 430 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor[];
in float vRad[];
out vec4 gColor;
@@ -8,6 +8,10 @@ out float gRadStart;
out float gRadEnd;
out vec3 gBoundingBox;
vec3 normV (vec3 v)
{ return vec3(v.y,-v.x,v.z) ;
}
void main()
{
vec3 pa = gl_in[0].gl_Position.xyz;
@@ -16,11 +20,12 @@ void main()
gRadStart = vRad[0];
gRadEnd = vRad[2];
// vec3 pa = vec3(paa.xy + 0.1 * (paa.xy - pca.xy), paa.z);
// vec3 pc = vec3(pca.xy + 0.1 * (pca.xy - paa.xy), pca.z);
gBoundingBox = vec3 (1,0,1);
gColor = vColor[0];
gl_Position = vec4 (pa + normV (pa-pb) , 1);
EmitVertex();
gl_Position = vec4 (pa, 1);
EmitVertex();
gBoundingBox = vec3 (0,0,0);