//----------------------------------------------------------------------------- // Edge rendering shader // // Copyright 2016 Aleksey Egorov //----------------------------------------------------------------------------- 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)); }