/* * This program source code file is part of KICAD, a free EDA CAD application. * * Copyright (C) 2013-2016 CERN * @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 // 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; } 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 ) { vec4 texel = texture2D( fontTexture, vec2( shaderParams[1], shaderParams[2] ) ); if(texel.r < 0.01) discard; else gl_FragColor = vec4(gl_Color.r, gl_Color.g, gl_Color.b, texel.r); } else { // Simple pass-through gl_FragColor = gl_Color; } }