// enve - 2D animations software // Copyright (C) 2016-2020 Maurycy Liebner // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // You should have received a copy of the GNU General Public License // along with this program. If not, see . #version 330 core layout(location = 0) out vec4 fragColor; in vec2 texCoord; layout(pixel_center_integer) in vec4 gl_FragCoord; uniform sampler2D texture; uniform vec2 translate; uniform float dotDistance; uniform float dotRadius; uniform float opacity; uniform vec2 scenePos; void main(void) { bool inDot; float mixAlpha; vec2 transformedCoord = scenePos - translate + gl_FragCoord.xy; vec2 dotID = floor(transformedCoord/dotDistance + 0.5); vec2 posInDot = transformedCoord - dotID*dotDistance; float distToCenter = sqrt(posInDot.x*posInDot.x + posInDot.y*posInDot.y); float distToEdge = distToCenter - sqrt(dotRadius*dotRadius); if(distToEdge > 0.f) { inDot = false; } else { distToEdge = abs(distToEdge); inDot = true; if(distToEdge < 1.f) { mixAlpha = opacity + distToEdge*(1. - opacity); } else { mixAlpha = 1.f; } } vec4 texCol = texture2D(texture, texCoord); if(inDot) { fragColor = vec4(mixAlpha*texCol.rgb, mixAlpha*texCol.a); } else { fragColor = vec4(opacity*texCol.rgb, opacity*texCol.a); } }