/* * 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 * * 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 // Needed to reconstruct the mipmap level / texel derivative const int FONT_TEXTURE_WIDTH = 1024; const int FONT_TEXTURE_HEIGHT = 1024; // Multi-channel signed distance field #define USE_MSDF // Shader types const float SHADER_LINE = 1.0; const float SHADER_FILLED_CIRCLE = 2.0; const float SHADER_STROKED_CIRCLE = 3.0; const float SHADER_FONT = 4.0; varying vec4 shaderParams; varying vec2 circleCoords; uniform sampler2D fontTexture; void filledCircle( vec2 aCoord ) { if( dot( aCoord, aCoord ) < 1.0 ) gl_FragColor = gl_Color; else discard; } void strokedCircle( vec2 aCoord, float aRadius, float aWidth ) { float outerRadius = aRadius + ( aWidth / 2 ); float innerRadius = aRadius - ( aWidth / 2 ); float relWidth = innerRadius / outerRadius; if( ( dot( aCoord, aCoord ) < 1.0 ) && ( dot( aCoord, aCoord ) > relWidth * relWidth ) ) 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() { if( shaderParams[0] == SHADER_FILLED_CIRCLE ) { filledCircle( circleCoords ); } else if( shaderParams[0] == SHADER_STROKED_CIRCLE ) { strokedCircle( circleCoords, shaderParams[2], shaderParams[3] ); } else if( shaderParams[0] == SHADER_FONT ) { vec2 tex = shaderParams.yz; // Unless we're streching chars it is okay to consider // one derivative for filtering float derivative = length( dFdx( tex ) ) * FONT_TEXTURE_WIDTH / 8; #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_FragColor = vec4( gl_Color.rgb, alpha ); } else { // Simple pass-through gl_FragColor = gl_Color; } }