/* * This program source code file is part of KICAD, a free EDA CAD application. * * Copyright (C) 2012 Torsten Hueter, torstenhtr gmx.de * Copyright (C) 2012 Kicad Developers, see change_log.txt for contributors. * * 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 */ // This shader requires GLSL 1.2 #version 120 // Input variables flat varying vec4 center_; flat varying vec2 radius_; flat varying vec4 colorA_; flat varying vec4 colorB_; void main( void ) { // Compute the distance from the circle edge float distA = distance( center_, gl_FragCoord ) - radius_.y; float distB = radius_.x - distance( center_, gl_FragCoord ); // Limit the range to [ 0 .. 1 ] if( distA < 0 ) distA = 0; if( distA > 1 ) distA = 1; if( distB < 0 ) distB = 0; if( distB > 1 ) distB = 1; // Points with a larger distance from the edge are set deeper gl_FragDepth = gl_FragCoord.z + distA * 0.001 + distB * 0.001; // Compute the color vec4 color; color.r = colorA_.r; color.g = colorA_.g; color.b = colorA_.b; color.a = colorA_.a * ( 1 - distA ) * ( 1 - distB ); // Now output the edge fragment color gl_FragColor = color; }