solvespace/res/shaders/edge.frag
EvilSpirit 6d2c2aecff Implement an OpenGL 2 renderer.
There are two main reasons to desire an OpenGL 2 renderer:
 1. Compatibility. The compatibility profile, ironically, does not
    offer a lot of compatibility, and our OpenGL 1 renderer will not
    run on Android, iOS, or WebGL.
 2. Performance. The immediate mode does not scale, and in fact
    becomes very slow with only a moderate amount of lines on screen,
    and only a somewhat large amount of triangles.

This commit implements a basic OpenGL 2 renderer that uses only
features from the (OpenGL 3.2) core profile. It is not yet faster
than the OpenGL 1 renderer, primarily because it uses a lot of small
draw calls.

This commit uses OpenGL 2 on Linux and Mac OS X directly (i.e. links
to the GL symbols from version 2+); on Windows this is impossible
with the default drivers, so for now OpenGL 1 is still used there.
2016-11-18 04:04:29 +00:00

38 lines
1.0 KiB
GLSL

//-----------------------------------------------------------------------------
// SolveSpace Edge rendering shader
//
// Copyright 2016 Aleksey Egorov
//-----------------------------------------------------------------------------
#version 120
const float feather = 0.5;
uniform vec4 color;
uniform float pixel;
uniform float width;
uniform float patternLen;
uniform float patternScale;
uniform sampler2D pattern;
varying vec3 fragLoc;
void main() {
// lookup distance texture
vec4 v = texture2D(pattern, vec2(fragLoc.z / patternScale, 0.0));
// decode distance value
float val = dot(v, vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));
// calculate cap
float dist = length(vec2(val * patternScale / (patternLen * width) + abs(fragLoc.x), fragLoc.y));
// perform antialising
float k = smoothstep(1.0 - 2.0 * feather * pixel / (width + feather * pixel), 1.0, abs(dist));
// perfrom alpha-test
if(k == 1.0) discard;
// write resulting color
gl_FragColor = vec4(color.rgb, color.a * (1.0 - k));
}