/* * 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 // 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 v_shaderParams; varying vec2 v_circleCoords; uniform sampler2D u_fontTexture; uniform float u_worldPixelSize; // Needed to reconstruct the mipmap level / texel derivative uniform int u_fontTextureWidth; void filledCircle( vec2 aCoord ) { if( dot( aCoord, aCoord ) < 1.0 ) gl_FragColor = gl_Color; else discard; } float pixelSegDistance( vec2 aCoord ) { float aspect = v_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( v_shaderParams[0] + 0.5 ); if( mode == SHADER_LINE_A ) { drawLine( gl_TexCoord[0].st ); } else if( mode == SHADER_FILLED_CIRCLE ) { filledCircle( v_circleCoords ); } else if( mode == SHADER_STROKED_CIRCLE ) { strokedCircle( v_circleCoords, v_shaderParams[2], v_shaderParams[3] ); } else if( mode == SHADER_FONT ) { vec2 tex = v_shaderParams.yz; // Unless we're stretching chars it is okay to consider // one derivative for filtering float derivative = length( dFdx( tex ) ) * u_fontTextureWidth / 4; #ifdef USE_MSDF float dist = median( texture2D( u_fontTexture, tex ).rgb ); #else float dist = texture2D( u_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; } }