Partially working ellipse shader

This commit is contained in:
jgk
2021-03-10 03:29:10 +01:00
parent bfbd0b6fef
commit cddf7d1f8f
12 changed files with 229 additions and 172 deletions
+1 -1
View File
@@ -13,7 +13,7 @@ uniform mat4 worldMat;
void main()
{
gl_Position = worldMat * vec4(position.xyz,1);
gl_Position = worldMat * vec4(position,1);
vColor = color;
vRad = rad;
}
+26
View File
@@ -0,0 +1,26 @@
#version 430 core
in vec4 gColor;
in vec2 gFocusA;
in vec2 gFocusB;
in float gRad;
out vec4 fColor;
//out float gl_FragDepth;
void main()
{
vec2 pos = gl_FragCoord.xy;
// fColor = vec4( gColor.xyz , 0 );
// fColor = vec4( gColor.xyz , 1 - step(distance(pos,cenPos.xy),gRad) );
// fColor = vec4( gColor.xyz , distance(pos,cenPos.xy)/gRad );
// fColor = vec4( gColor.rgb, gColor.a * (1-step(gRad/2,distance(pos,cenPosT))) );
gl_FragDepth = max( gl_FragCoord.z
, step(gRad/2
, distance(pos,gFocusA) + distance(gFocusA,gFocusB)
//+ distance(pos,gFocusB)
)
);
fColor = gColor;
// fColor = vec4 (1,1,1,1);
}
//note it is the fragdepth that stops this from being square
+45
View File
@@ -0,0 +1,45 @@
#version 430 core
layout (lines) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vCol[];
in float vRad[];
out vec4 gColor;
out float gRad;
out vec2 gFocusA;
out vec2 gFocusB;
uniform vec2 winSize;
uniform float zoom;
void main()
{
vec3 focusA = gl_in[0].gl_Position.xyz;
vec3 focusB = gl_in[1].gl_Position.xyz;
gColor = vCol[0];
gRad = vRad[0] * zoom * 2 ;
gFocusA = vec2 ( (focusA.x + 1) * 0.5 * winSize.x , (focusA.y + 1) * 0.5 * winSize.y);
// focusA = vec3 ( 0 , 0, focusA.z);
gFocusB = vec2 ( (focusB.x + 1) * 0.5 * winSize.x , (focusB.y + 1) * 0.5 * winSize.y);
float am = 0.5;
gl_Position = vec4 (focusA.x + gRad/winSize.x, focusA.y + gRad/winSize.y, focusA.z , 1);
// gl_Position = vec4 (focusA.x + am, focusA.y + am, -1 , 1);
// gl_Position = vec4 (focusA , 1);
EmitVertex();
gl_Position = vec4 (focusA.x - gRad/winSize.x, focusA.y + gRad/winSize.y, focusA.z , 1);
// gl_Position = vec4 (focusA.x - am, focusA.y + am, -1 , 1);
// gl_Position = vec4 (0 ,0.5 ,-1 , 1);
// gl_Position = vec4 (0 + gRad ,0 ,-1 , 1);
EmitVertex();
gl_Position = vec4 (focusA.x + gRad/winSize.x, focusA.y - gRad/winSize.y, focusA.z , 1);
// gl_Position = vec4 (focusA.x + am, focusA.y - am, -1 , 1);
// gl_Position = vec4 (0.5 ,0.5 ,-1 , 1);
EmitVertex();
gl_Position = vec4 (focusA.x - gRad/winSize.x, focusA.y - gRad/winSize.y, focusA.z , 1);
// gl_Position = vec4 (focusA.x - am, focusA.y - am, -1 , 1);
// gl_Position = vec4 (0.5 ,0 ,-1 , 1);
EmitVertex();
EndPrimitive();
}
+19
View File
@@ -0,0 +1,19 @@
#version 430 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 col;
layout (location = 2) in float rad;
out vec4 vCol;
out float vRad;
uniform vec2 winSize;
uniform float zoom;
uniform vec2 translation;
uniform float rotation;
uniform mat4 worldMat;
void main()
{
gl_Position = worldMat * vec4(position,1);
vRad = rad;
vCol = col;
}