Initial implementation of shader translation to cpp at build time

This commit is contained in:
Marek Roszko 2022-05-12 22:50:33 -04:00
parent f4f3638103
commit 6188f632b9
7 changed files with 426 additions and 397 deletions

View File

@ -0,0 +1,35 @@
file( READ ${SOURCE} SOURCE_TEXT )
set( outCppText
"
#include <${OUTHEADERFILE}>
namespace KIGFX {
namespace BUILTIN_SHADERS {
const char ${OUTVARNAME}[] = R\"SHADER_SOURCE(
${SOURCE_TEXT}
)SHADER_SOURCE\";
}
}
" )
file(
WRITE ${DESTINATION_SOURCE_DIR}/${OUTCPPFILE}
"${outCppText}"
)
set( outHeaderText
"namespace KIGFX {
namespace BUILTIN_SHADERS {
extern const char ${OUTVARNAME}[];
}
}"
)
file(
WRITE ${DESTINATION_HEADER_DIR}/${OUTHEADERFILE}
"${outHeaderText}"
)
message(STATUS "Shader ${SOURCE} converted to ${DESTINATION_SOURCE_DIR}/${OUTCPPFILE}")

View File

@ -57,4 +57,28 @@ target_link_libraries( gal
${HarfBuzz_LIBRARIES}
${Fontconfig_LIBRARIES}
)
function( add_shader outTarget inFile shaderName )
set(outCppName "${shaderName}.cpp")
set(outHeaderName "${shaderName}.h")
add_custom_command(
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/${outCppName}
${CMAKE_BINARY_DIR}/include/gal/shaders/${outHeaderName}
COMMAND ${CMAKE_COMMAND}
-DSOURCE="${CMAKE_CURRENT_SOURCE_DIR}/shaders/${inFile}"
-DDESTINATION_SOURCE_DIR="${CMAKE_CURRENT_BINARY_DIR}/"
-DDESTINATION_HEADER_DIR="${CMAKE_BINARY_DIR}/include/gal/shaders/"
-DOUTCPPFILE="${outCppName}"
-DOUTHEADERFILE="${outHeaderName}"
-DOUTVARNAME="${shaderName}_shader"
-P ${CMAKE_MODULE_PATH}/BuildSteps/CreateShaderCpp.cmake
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/shaders/${inFile}
${CMAKE_MODULE_PATH}/BuildSteps/CreateShaderCpp.cmake
)
target_sources( ${outTarget} PRIVATE ${CMAKE_CURRENT_BINARY_DIR}/${outCppName} )
target_include_directories( ${outTarget} PUBLIC ${CMAKE_BINARY_DIR}/include/gal/shaders/ )
endfunction()
add_shader( gal kicad_frag.glsl glsl_kicad_frag )
add_shader( gal kicad_vert.glsl glsl_kicad_vert )

View File

@ -26,392 +26,6 @@
namespace KIGFX {
namespace BUILTIN_SHADERS {
/*
*
* KiCad shaders
*
*/
const char kicad_vertex_shader[] = R"SHADER_SOURCE(
/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2013-2016 CERN
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* Vertex shader
*
* 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 2
* 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, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#version 120
// Shader types
const float SHADER_FILLED_CIRCLE = 2.0;
const float SHADER_STROKED_CIRCLE = 3.0;
const float SHADER_FONT = 4.0;
const float SHADER_LINE_A = 5.0;
const float SHADER_LINE_B = 6.0;
const float SHADER_LINE_C = 7.0;
const float SHADER_LINE_D = 8.0;
const float SHADER_LINE_E = 9.0;
const float SHADER_LINE_F = 10.0;
// Minimum line width
const float MIN_WIDTH = 1.0;
attribute vec4 attrShaderParams;
varying vec4 shaderParams;
varying vec2 circleCoords;
uniform float worldPixelSize;
uniform vec2 screenPixelSize;
uniform float pixelSizeMultiplier;
uniform float minLinePixelWidth;
uniform vec2 antialiasingOffset;
float roundr( float f, float r )
{
return floor(f / r + 0.5) * r;
}
vec4 roundv( vec4 x, vec2 t)
{
return vec4( roundr(x.x, t.x), roundr(x.y, t.y), x.z, x.w );
}
void computeLineCoords( bool posture, vec2 vs, vec2 vp, vec2 texcoord, vec2 dir, float lineWidth, bool endV )
{
float lineLength = length(vs);
vec4 screenPos = gl_ModelViewProjectionMatrix * gl_Vertex + vec4(1, 1, 0, 0);
float w = ((lineWidth == 0.0) ? worldPixelSize : lineWidth );
float pixelWidth = roundr( w / worldPixelSize, 1.0 );
float aspect = ( lineLength + w ) / w;
vec4 color = gl_Color;
vec2 s = sign( vec2( gl_ModelViewProjectionMatrix[0][0], gl_ModelViewProjectionMatrix[1][1] ) );
if( pixelWidth < 1.0 )
pixelWidth = 1.0;
if ( pixelWidth > 1.0 || pixelSizeMultiplier > 1.0 )
{
vec2 offsetNorm = (vs + vp) * pixelWidth / lineLength * 0.5;
vec4 screenOffset = vec4( s.x * offsetNorm.x * screenPixelSize.x, s.y * offsetNorm.y * screenPixelSize.y , 0, 0);
vec4 adjust = vec4(-1, -1, 0, 0);
if( mod( pixelWidth * pixelSizeMultiplier, 2.0 ) > 0.9 )
{
adjust += vec4( screenPixelSize.x, screenPixelSize.y, 0, 0 ) * 0.5;
}
gl_Position = roundv(screenPos, screenPixelSize) + adjust + screenOffset;
shaderParams[0] = SHADER_LINE_A;
}
else {
vec4 pos0 = screenPos;
pos0.xy += ( posture ? dir.xy : dir.yx ) * screenPixelSize / 2.0;
if(posture)
{
pos0.y -= screenPixelSize.y * sign(vs.y) * 0.5;
}
else
{
pos0.x += screenPixelSize.x * sign(vs.x) * 0.5;
}
gl_Position = pos0 - vec4(1, 1, 0, 0);
shaderParams[0] = SHADER_LINE_B;
}
shaderParams[1] = aspect;
gl_TexCoord[0].st = vec2(aspect * texcoord.x, texcoord.y);
gl_FrontColor = gl_Color;
}
void computeCircleCoords( float mode, float vertexIndex, float radius, float lineWidth )
{
vec4 delta;
vec4 center = roundv( gl_ModelViewProjectionMatrix * gl_Vertex + vec4(1, 1, 0, 0), screenPixelSize );
float pixelWidth = roundr( lineWidth / worldPixelSize, 1.0);
float pixelR = roundr( radius / worldPixelSize, 1.0);
if( mode == SHADER_STROKED_CIRCLE)
pixelR += pixelWidth / 2.0;
vec4 adjust = vec4(-1, -1, 0, 0);
if( pixelWidth < 1.0 )
pixelWidth = 1.0;
if( vertexIndex == 1.0 )
{
circleCoords = vec2( -sqrt( 3.0 ), -1.0 );
delta = vec4( -pixelR * sqrt(3.0), -pixelR, 0, 0 );
}
else if( vertexIndex == 2.0 )
{
circleCoords = vec2( sqrt( 3.0 ), -1.0 );
delta = vec4( pixelR * sqrt( 3.0 ), -pixelR, 0, 0 );
}
else if( vertexIndex == 3.0 )
{
circleCoords = vec2( 0.0, 2.0 );
delta = vec4( 0, 2 * pixelR, 0, 0 );
}
else if( vertexIndex == 4.0 )
{
circleCoords = vec2( -sqrt( 3.0 ), 0.0 );
delta = vec4( 0, 0, 0, 0 );
}
else if( vertexIndex == 5.0 )
{
circleCoords = vec2( sqrt( 3.0 ), 0.0 );
delta = vec4( 0, 0, 0, 0 );
}
else if( vertexIndex == 6.0 )
{
circleCoords = vec2( 0.0, 2.0 );
delta = vec4( 0, 0, 0, 0 );
}
shaderParams[2] = pixelR;
shaderParams[3] = pixelWidth;
delta.x *= screenPixelSize.x;
delta.y *= screenPixelSize.y;
gl_Position = center + delta + adjust;
gl_FrontColor = gl_Color;
}
void main()
{
float mode = attrShaderParams[0];
// Pass attributes to the fragment shader
shaderParams = attrShaderParams;
float lineWidth = shaderParams.y;
vec2 vs = shaderParams.zw;
vec2 vp = vec2(-vs.y, vs.x);
bool posture = abs( vs.x ) < abs(vs.y);
if( mode == SHADER_LINE_A )
computeLineCoords( posture, -vs, vp, vec2( -1, -1 ), vec2( -1, 0 ), lineWidth, false );
else if( mode == SHADER_LINE_B )
computeLineCoords( posture, -vs, -vp, vec2( -1, 1 ), vec2( 1, 0 ), lineWidth, false );
else if( mode == SHADER_LINE_C )
computeLineCoords( posture, vs, -vp, vec2( 1, 1 ), vec2( 1, 0 ), lineWidth, true );
else if( mode == SHADER_LINE_D )
computeLineCoords( posture, vs, -vp, vec2( -1, -1 ), vec2( 1, 0 ), lineWidth, true );
else if( mode == SHADER_LINE_E )
computeLineCoords( posture, vs, vp, vec2( -1, 1 ), vec2( -1, 0 ), lineWidth, true );
else if( mode == SHADER_LINE_F )
computeLineCoords( posture, -vs, vp, vec2( 1, 1 ), vec2( -1, 0 ), lineWidth, false );
else if( mode == SHADER_FILLED_CIRCLE || mode == SHADER_STROKED_CIRCLE)
computeCircleCoords( mode, shaderParams.y, shaderParams.z, shaderParams.w );
else
{
// Pass through the coordinates like in the fixed pipeline
gl_Position = ftransform();
gl_FrontColor = gl_Color;
}
gl_Position.xy += antialiasingOffset;
}
)SHADER_SOURCE";
const char kicad_fragment_shader[] = R"SHADER_SOURCE(
/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2013-2016 CERN
* Copyright (C) 2016 Kicad Developers, see authors.txt for contributors.
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* Fragment shader
*
* 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 2
* 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, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#version 120
// Multi-channel signed distance field
#define USE_MSDF
// Shader types
const float SHADER_FILLED_CIRCLE = 2.0;
const float SHADER_STROKED_CIRCLE = 3.0;
const float SHADER_FONT = 4.0;
const float SHADER_LINE_A = 5.0;
varying vec4 shaderParams;
varying vec2 circleCoords;
uniform sampler2D fontTexture;
uniform float worldPixelSize;
// Needed to reconstruct the mipmap level / texel derivative
uniform int fontTextureWidth;
void filledCircle( vec2 aCoord )
{
if( dot( aCoord, aCoord ) < 1.0 )
gl_FragColor = gl_Color;
else
discard;
}
float pixelSegDistance( vec2 aCoord )
{
float aspect = shaderParams[1];
float dist;
vec2 v = vec2( 1.0 - ( aspect - abs( aCoord.s ) ), aCoord.t );
if( v.x <= 0.0 )
{
dist = abs( aCoord.t );
}
else
{
dist = length( v );
}
return dist;
}
int isPixelInSegment( vec2 aCoord )
{
return pixelSegDistance( aCoord ) <= 1.0 ? 1 : 0;
}
void strokedCircle( vec2 aCoord, float aRadius, float aWidth )
{
float outerRadius = max( aRadius, 0.0 );
float innerRadius = max( aRadius - aWidth, 0.0 );
if( ( dot( aCoord, aCoord ) < 1.0 ) &&
( dot( aCoord, aCoord ) * ( outerRadius * outerRadius ) > innerRadius * innerRadius ) )
gl_FragColor = gl_Color;
else
discard;
}
void drawLine( vec2 aCoord )
{
if( isPixelInSegment( aCoord ) != 0)
gl_FragColor = gl_Color;
else
discard;
}
#ifdef USE_MSDF
float median( vec3 v )
{
return max( min( v.r, v.g ), min( max( v.r, v.g ), v.b ) );
}
#endif
void main()
{
// VS to FS pipeline does math that means we can't rely on the mode
// parameter being bit-exact without rounding it first.
float mode = floor( shaderParams[0] + 0.5 );
if( mode == SHADER_LINE_A )
{
drawLine( gl_TexCoord[0].st );
}
else if( mode == SHADER_FILLED_CIRCLE )
{
filledCircle( circleCoords );
}
else if( mode == SHADER_STROKED_CIRCLE )
{
strokedCircle( circleCoords, shaderParams[2], shaderParams[3] );
}
else if( mode == SHADER_FONT )
{
vec2 tex = shaderParams.yz;
// Unless we're stretching chars it is okay to consider
// one derivative for filtering
float derivative = length( dFdx( tex ) ) * fontTextureWidth / 4;
#ifdef USE_MSDF
float dist = median( texture2D( fontTexture, tex ).rgb );
#else
float dist = texture2D( fontTexture, tex ).r;
#endif
// use the derivative for zoom-adaptive filtering
float alpha = smoothstep( 0.5 - derivative, 0.5 + derivative, dist ) * gl_Color.a;
gl_FragColor = vec4( gl_Color.rgb, alpha );
}
else
{
// Simple pass-through
gl_FragColor = gl_Color;
}
}
)SHADER_SOURCE";
const char ssaa_x4_vertex_shader[] = R"SHADER_SOURCE(
#version 120
varying vec2 texcoord;
void main()
{
texcoord = gl_MultiTexCoord0.st;
gl_Position = ftransform();
}
)SHADER_SOURCE";
const char ssaa_x4_fragment_shader[] = R"SHADER_SOURCE(
#version 120

View File

@ -28,9 +28,6 @@ namespace KIGFX {
namespace BUILTIN_SHADERS {
extern const char kicad_vertex_shader[];
extern const char kicad_fragment_shader[];
extern const char ssaa_x4_vertex_shader[];
extern const char ssaa_x4_fragment_shader[];

View File

@ -72,7 +72,8 @@ using namespace KIGFX;
// The current font is "Ubuntu Mono" available under Ubuntu Font Licence 1.0
// (see ubuntu-font-licence-1.0.txt for details)
#include "gl_resources.h"
#include "gl_builtin_shaders.h"
#include <glsl_kicad_frag.h>
#include <glsl_kicad_vert.h>
using namespace KIGFX::BUILTIN_FONT;
static void InitTesselatorCallbacks( GLUtesselator* aTesselator );
@ -2302,14 +2303,14 @@ void OPENGL_GAL::init()
// Prepare shaders
if( !m_shader->IsLinked()
&& !m_shader->LoadShaderFromStrings( SHADER_TYPE_VERTEX,
BUILTIN_SHADERS::kicad_vertex_shader ) )
BUILTIN_SHADERS::glsl_kicad_vert_shader ) )
{
throw std::runtime_error( "Cannot compile vertex shader!" );
}
if( !m_shader->IsLinked()
&& !m_shader->LoadShaderFromStrings( SHADER_TYPE_FRAGMENT,
BUILTIN_SHADERS::kicad_fragment_shader ) )
BUILTIN_SHADERS::glsl_kicad_frag_shader ) )
{
throw std::runtime_error( "Cannot compile fragment shader!" );
}

View File

@ -0,0 +1,150 @@
/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2013-2016 CERN
* Copyright (C) 2016 Kicad Developers, see authors.txt for contributors.
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* Fragment shader
*
* 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 2
* 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, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#version 120
// Multi-channel signed distance field
#define USE_MSDF
// Shader types
const float SHADER_FILLED_CIRCLE = 2.0;
const float SHADER_STROKED_CIRCLE = 3.0;
const float SHADER_FONT = 4.0;
const float SHADER_LINE_A = 5.0;
varying vec4 shaderParams;
varying vec2 circleCoords;
uniform sampler2D fontTexture;
uniform float worldPixelSize;
// Needed to reconstruct the mipmap level / texel derivative
uniform int fontTextureWidth;
void filledCircle( vec2 aCoord )
{
if( dot( aCoord, aCoord ) < 1.0 )
gl_FragColor = gl_Color;
else
discard;
}
float pixelSegDistance( vec2 aCoord )
{
float aspect = shaderParams[1];
float dist;
vec2 v = vec2( 1.0 - ( aspect - abs( aCoord.s ) ), aCoord.t );
if( v.x <= 0.0 )
{
dist = abs( aCoord.t );
}
else
{
dist = length( v );
}
return dist;
}
int isPixelInSegment( vec2 aCoord )
{
return pixelSegDistance( aCoord ) <= 1.0 ? 1 : 0;
}
void strokedCircle( vec2 aCoord, float aRadius, float aWidth )
{
float outerRadius = max( aRadius, 0.0 );
float innerRadius = max( aRadius - aWidth, 0.0 );
if( ( dot( aCoord, aCoord ) < 1.0 ) &&
( dot( aCoord, aCoord ) * ( outerRadius * outerRadius ) > innerRadius * innerRadius ) )
gl_FragColor = gl_Color;
else
discard;
}
void drawLine( vec2 aCoord )
{
if( isPixelInSegment( aCoord ) != 0)
gl_FragColor = gl_Color;
else
discard;
}
#ifdef USE_MSDF
float median( vec3 v )
{
return max( min( v.r, v.g ), min( max( v.r, v.g ), v.b ) );
}
#endif
void main()
{
// VS to FS pipeline does math that means we can't rely on the mode
// parameter being bit-exact without rounding it first.
float mode = floor( shaderParams[0] + 0.5 );
if( mode == SHADER_LINE_A )
{
drawLine( gl_TexCoord[0].st );
}
else if( mode == SHADER_FILLED_CIRCLE )
{
filledCircle( circleCoords );
}
else if( mode == SHADER_STROKED_CIRCLE )
{
strokedCircle( circleCoords, shaderParams[2], shaderParams[3] );
}
else if( mode == SHADER_FONT )
{
vec2 tex = shaderParams.yz;
// Unless we're stretching chars it is okay to consider
// one derivative for filtering
float derivative = length( dFdx( tex ) ) * fontTextureWidth / 4;
#ifdef USE_MSDF
float dist = median( texture2D( fontTexture, tex ).rgb );
#else
float dist = texture2D( fontTexture, tex ).r;
#endif
// use the derivative for zoom-adaptive filtering
float alpha = smoothstep( 0.5 - derivative, 0.5 + derivative, dist ) * gl_Color.a;
gl_FragColor = vec4( gl_Color.rgb, alpha );
}
else
{
// Simple pass-through
gl_FragColor = gl_Color;
}
}

View File

@ -0,0 +1,208 @@
/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2013-2016 CERN
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* Vertex shader
*
* 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 2
* 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, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#version 120
// Shader types
const float SHADER_FILLED_CIRCLE = 2.0;
const float SHADER_STROKED_CIRCLE = 3.0;
const float SHADER_FONT = 4.0;
const float SHADER_LINE_A = 5.0;
const float SHADER_LINE_B = 6.0;
const float SHADER_LINE_C = 7.0;
const float SHADER_LINE_D = 8.0;
const float SHADER_LINE_E = 9.0;
const float SHADER_LINE_F = 10.0;
// Minimum line width
const float MIN_WIDTH = 1.0;
attribute vec4 attrShaderParams;
varying vec4 shaderParams;
varying vec2 circleCoords;
uniform float worldPixelSize;
uniform vec2 screenPixelSize;
uniform float pixelSizeMultiplier;
uniform float minLinePixelWidth;
uniform vec2 antialiasingOffset;
float roundr( float f, float r )
{
return floor(f / r + 0.5) * r;
}
vec4 roundv( vec4 x, vec2 t)
{
return vec4( roundr(x.x, t.x), roundr(x.y, t.y), x.z, x.w );
}
void computeLineCoords( bool posture, vec2 vs, vec2 vp, vec2 texcoord, vec2 dir, float lineWidth, bool endV )
{
float lineLength = length(vs);
vec4 screenPos = gl_ModelViewProjectionMatrix * gl_Vertex + vec4(1, 1, 0, 0);
float w = ((lineWidth == 0.0) ? worldPixelSize : lineWidth );
float pixelWidth = roundr( w / worldPixelSize, 1.0 );
float aspect = ( lineLength + w ) / w;
vec4 color = gl_Color;
vec2 s = sign( vec2( gl_ModelViewProjectionMatrix[0][0], gl_ModelViewProjectionMatrix[1][1] ) );
if( pixelWidth < 1.0 )
pixelWidth = 1.0;
if ( pixelWidth > 1.0 || pixelSizeMultiplier > 1.0 )
{
vec2 offsetNorm = (vs + vp) * pixelWidth / lineLength * 0.5;
vec4 screenOffset = vec4( s.x * offsetNorm.x * screenPixelSize.x, s.y * offsetNorm.y * screenPixelSize.y , 0, 0);
vec4 adjust = vec4(-1, -1, 0, 0);
if( mod( pixelWidth * pixelSizeMultiplier, 2.0 ) > 0.9 )
{
adjust += vec4( screenPixelSize.x, screenPixelSize.y, 0, 0 ) * 0.5;
}
gl_Position = roundv(screenPos, screenPixelSize) + adjust + screenOffset;
shaderParams[0] = SHADER_LINE_A;
}
else {
vec4 pos0 = screenPos;
pos0.xy += ( posture ? dir.xy : dir.yx ) * screenPixelSize / 2.0;
if(posture)
{
pos0.y -= screenPixelSize.y * sign(vs.y) * 0.5;
}
else
{
pos0.x += screenPixelSize.x * sign(vs.x) * 0.5;
}
gl_Position = pos0 - vec4(1, 1, 0, 0);
shaderParams[0] = SHADER_LINE_B;
}
shaderParams[1] = aspect;
gl_TexCoord[0].st = vec2(aspect * texcoord.x, texcoord.y);
gl_FrontColor = gl_Color;
}
void computeCircleCoords( float mode, float vertexIndex, float radius, float lineWidth )
{
vec4 delta;
vec4 center = roundv( gl_ModelViewProjectionMatrix * gl_Vertex + vec4(1, 1, 0, 0), screenPixelSize );
float pixelWidth = roundr( lineWidth / worldPixelSize, 1.0);
float pixelR = roundr( radius / worldPixelSize, 1.0);
if( mode == SHADER_STROKED_CIRCLE)
pixelR += pixelWidth / 2.0;
vec4 adjust = vec4(-1, -1, 0, 0);
if( pixelWidth < 1.0 )
pixelWidth = 1.0;
if( vertexIndex == 1.0 )
{
circleCoords = vec2( -sqrt( 3.0 ), -1.0 );
delta = vec4( -pixelR * sqrt(3.0), -pixelR, 0, 0 );
}
else if( vertexIndex == 2.0 )
{
circleCoords = vec2( sqrt( 3.0 ), -1.0 );
delta = vec4( pixelR * sqrt( 3.0 ), -pixelR, 0, 0 );
}
else if( vertexIndex == 3.0 )
{
circleCoords = vec2( 0.0, 2.0 );
delta = vec4( 0, 2 * pixelR, 0, 0 );
}
else if( vertexIndex == 4.0 )
{
circleCoords = vec2( -sqrt( 3.0 ), 0.0 );
delta = vec4( 0, 0, 0, 0 );
}
else if( vertexIndex == 5.0 )
{
circleCoords = vec2( sqrt( 3.0 ), 0.0 );
delta = vec4( 0, 0, 0, 0 );
}
else if( vertexIndex == 6.0 )
{
circleCoords = vec2( 0.0, 2.0 );
delta = vec4( 0, 0, 0, 0 );
}
shaderParams[2] = pixelR;
shaderParams[3] = pixelWidth;
delta.x *= screenPixelSize.x;
delta.y *= screenPixelSize.y;
gl_Position = center + delta + adjust;
gl_FrontColor = gl_Color;
}
void main()
{
float mode = attrShaderParams[0];
// Pass attributes to the fragment shader
shaderParams = attrShaderParams;
float lineWidth = shaderParams.y;
vec2 vs = shaderParams.zw;
vec2 vp = vec2(-vs.y, vs.x);
bool posture = abs( vs.x ) < abs(vs.y);
if( mode == SHADER_LINE_A )
computeLineCoords( posture, -vs, vp, vec2( -1, -1 ), vec2( -1, 0 ), lineWidth, false );
else if( mode == SHADER_LINE_B )
computeLineCoords( posture, -vs, -vp, vec2( -1, 1 ), vec2( 1, 0 ), lineWidth, false );
else if( mode == SHADER_LINE_C )
computeLineCoords( posture, vs, -vp, vec2( 1, 1 ), vec2( 1, 0 ), lineWidth, true );
else if( mode == SHADER_LINE_D )
computeLineCoords( posture, vs, -vp, vec2( -1, -1 ), vec2( 1, 0 ), lineWidth, true );
else if( mode == SHADER_LINE_E )
computeLineCoords( posture, vs, vp, vec2( -1, 1 ), vec2( -1, 0 ), lineWidth, true );
else if( mode == SHADER_LINE_F )
computeLineCoords( posture, -vs, vp, vec2( 1, 1 ), vec2( -1, 0 ), lineWidth, false );
else if( mode == SHADER_FILLED_CIRCLE || mode == SHADER_STROKED_CIRCLE)
computeCircleCoords( mode, shaderParams.y, shaderParams.z, shaderParams.w );
else
{
// Pass through the coordinates like in the fixed pipeline
gl_Position = ftransform();
gl_FrontColor = gl_Color;
}
gl_Position.xy += antialiasingOffset;
}