Add completed circle shader, add incomplete arc shader
This commit is contained in:
@@ -0,0 +1,19 @@
|
||||
#version 430 core
|
||||
in vec4 gColor;
|
||||
in vec2 cenPosT;
|
||||
in float gRad;
|
||||
out vec4 fColor;
|
||||
out float gl_FragDepth;
|
||||
|
||||
uniform vec2 winSize;
|
||||
|
||||
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,cenPosT)));
|
||||
//fColor = vec4( 0.5,0,0 , 1 );
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#version 430 core
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
in vec4 vColor [];
|
||||
in float vRad [];
|
||||
out vec4 gColor;
|
||||
out float gRad;
|
||||
out vec2 cenPosT;
|
||||
|
||||
uniform vec2 winSize;
|
||||
uniform float zoom;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 cenPos = gl_in[0].gl_Position.xyz;
|
||||
//cenPos = vec3 (0.5,0,0);
|
||||
gColor = vColor[0];
|
||||
gRad = vRad[0] * zoom * 2;
|
||||
// gRad = 0.2;
|
||||
|
||||
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
|
||||
|
||||
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
|
||||
//gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
|
||||
EmitVertex();
|
||||
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
|
||||
EmitVertex();
|
||||
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
|
||||
EmitVertex();
|
||||
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
#version 430 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec4 color;
|
||||
layout (location = 2) in float rad;
|
||||
out vec4 vColor;
|
||||
out float vRad;
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(position,1);
|
||||
//gl_Position = vec4(0,0,0,1);
|
||||
vColor = color;
|
||||
vRad = rad;
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
#version 430 core
|
||||
in vec4 gColor;
|
||||
in vec2 cenPosT;
|
||||
in float gRad;
|
||||
out vec4 fColor;
|
||||
out float gl_FragDepth;
|
||||
|
||||
uniform vec2 winSize;
|
||||
|
||||
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,cenPosT)));
|
||||
//fColor = vec4( 0.5,0,0 , 1 );
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#version 430 core
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
in vec4 vColor [];
|
||||
in float vRad [];
|
||||
out vec4 gColor;
|
||||
out float gRad;
|
||||
out vec2 cenPosT;
|
||||
|
||||
uniform vec2 winSize;
|
||||
uniform float zoom;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 cenPos = gl_in[0].gl_Position.xyz;
|
||||
//cenPos = vec3 (0.5,0,0);
|
||||
gColor = vColor[0];
|
||||
gRad = vRad[0] * zoom * 2;
|
||||
// gRad = 0.2;
|
||||
|
||||
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
|
||||
|
||||
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
|
||||
//gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
|
||||
EmitVertex();
|
||||
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
|
||||
EmitVertex();
|
||||
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
|
||||
EmitVertex();
|
||||
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
#version 430 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec4 color;
|
||||
layout (location = 2) in float rad;
|
||||
out vec4 vColor;
|
||||
out float vRad;
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(position,1);
|
||||
//gl_Position = vec4(0,0,0,1);
|
||||
vColor = color;
|
||||
vRad = rad;
|
||||
}
|
||||
Reference in New Issue
Block a user