/* * 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. * * Geometry 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 #extension GL_EXT_geometry_shader4: enable #extension GL_EXT_gpu_shader4: enable uniform float viewPortX2; uniform float viewPortY2; varying float dist; void main() { // Compute the transformed start and end points vec2 startPoint = gl_PositionIn[0].xy; vec2 endPoint = gl_PositionIn[1].xy; float lineWidth = gl_PositionIn[1].z; // Compute vector start -> end vec2 startEndVector = endPoint.xy - startPoint.xy; float lineLength = distance( startPoint, endPoint ); float scale = 0.0; if( lineLength > 0.0 ) { scale = 0.5 * lineWidth / lineLength; } else { scale = 0.0; } // Compute the edge points of the line vec2 perpendicularVector = scale * vec2( -startEndVector.y, startEndVector.x ); vec2 point1 = startPoint + perpendicularVector; vec2 point2 = startPoint - perpendicularVector; vec2 point3 = endPoint + perpendicularVector; vec2 point4 = endPoint - perpendicularVector; vec4 point1T = gl_ModelViewProjectionMatrix * vec4( point1, gl_PositionIn[0].zw ); vec4 point2T = gl_ModelViewProjectionMatrix * vec4( point2, gl_PositionIn[0].zw ); vec4 point3T = gl_ModelViewProjectionMatrix * vec4( point3, gl_PositionIn[0].zw ); vec4 point4T = gl_ModelViewProjectionMatrix * vec4( point4, gl_PositionIn[0].zw ); // Construct the quad for the middle gl_FrontColor = gl_FrontColorIn[0]; dist = 0; gl_Position = point1T; EmitVertex(); dist = 0; gl_Position = point2T; EmitVertex(); dist = 0; gl_Position = point3T; EmitVertex(); dist = 0; gl_Position = point4T; EmitVertex(); EndPrimitive(); // Compute the perpendicular vector with 1 pixel width vec2 v = point1T.xy - point3T.xy; vec4 onePix = 0.5 * vec4( -v.y, v.x, 0, 0 ); onePix *= 1.0 / sqrt( dot( onePix, onePix ) ); onePix.x *= 1.0 / viewPortX2; onePix.y *= 1.0 / viewPortY2; gl_FrontColor = gl_FrontColorIn[0]; dist = 1; gl_Position = point1T + onePix; EmitVertex(); dist = 1; gl_Position = point3T + onePix; EmitVertex(); dist = 0; gl_Position = point1T; EmitVertex(); dist = 0; gl_Position = point3T; EmitVertex(); EndPrimitive(); dist = 1; gl_Position = point2T - onePix; EmitVertex(); dist = 1; gl_Position = point4T - onePix; EmitVertex(); dist = 0; gl_Position = point2T; EmitVertex(); dist = 0; gl_Position = point4T; EmitVertex(); EndPrimitive(); }