2019-08-24 15:07:28 +00:00
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// enve - 2D animations software
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2020-01-02 19:46:10 +00:00
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// Copyright (C) 2016-2020 Maurycy Liebner
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2019-08-24 15:07:28 +00:00
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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2019-07-15 17:06:24 +00:00
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#version 330 core
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2019-12-10 16:44:26 +00:00
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layout(location = 0) out vec4 fragColor;
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2019-07-15 17:06:24 +00:00
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in vec2 texCoord;
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uniform sampler2D dabData;
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void main(void) {
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float fX = texelFetch(dabData, ivec2(0, 0), 0).r; // 0
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float fY = texelFetch(dabData, ivec2(1, 0), 0).r; // 1
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float fRadius = texelFetch(dabData, ivec2(2, 0), 0).r; // 2
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float fAspectRatio = texelFetch(dabData, ivec2(3, 0), 0).r; // 3
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float fSinTh = texelFetch(dabData, ivec2(4, 0), 0).r; // 4
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float fCosTh = texelFetch(dabData, ivec2(5, 0), 0).r; // 5
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float fHardness = texelFetch(dabData, ivec2(6, 0), 0).r; // 6
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float fOpaque = texelFetch(dabData, ivec2(7, 0), 0).r; // 7
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float fRed = texelFetch(dabData, ivec2(8, 0), 0).r; // 8
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float fGreen = texelFetch(dabData, ivec2(9, 0), 0).r; // 9
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float fBlue = texelFetch(dabData, ivec2(10, 0), 0).r; // 10
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float fAlpha = texelFetch(dabData, ivec2(11, 0), 0).r; // 11
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float fSeg1Offset = texelFetch(dabData, ivec2(12, 0), 0).r; // 12
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float fSeg1Slope = texelFetch(dabData, ivec2(13, 0), 0).r; // 13
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float fSeg2Offset = texelFetch(dabData, ivec2(14, 0), 0).r; // 14
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float fSeg2Slope = texelFetch(dabData, ivec2(15, 0), 0).r; // 15
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2019-12-10 16:44:26 +00:00
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float xp = texCoord.x;
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float yp = texCoord.y;
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2019-07-15 17:06:24 +00:00
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float yy = (yp - fY);
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float xx = (xp - fX);
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float yyr = (yy*fCosTh - xx*fSinTh) * fAspectRatio;
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float xxr = yy*fSinTh + xx*fCosTh;
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float rr = (yyr*yyr + xxr*xxr)/(fRadius*fRadius);
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2019-12-10 16:44:26 +00:00
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if(rr > 1.f) {
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fragColor = vec4(0.f, 0.f, 0.f, 0.f);
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} else {
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float fac = (rr <= fHardness ? fSeg1Slope : fSeg2Slope);
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float opa = (rr <= fHardness ? fSeg1Offset : fSeg2Offset) + rr*fac;
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opa *= fAlpha;
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fragColor = vec4(fRed*opa, fGreen*opa, fBlue*opa, opa);
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}
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2019-07-15 17:06:24 +00:00
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}
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