/* * This program source code file is part of KICAD, a free EDA CAD application. * * Copyright (C) 2013 CERN * @author Maciej Suminski * * Vertex 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; // Minimum line width const float MIN_WIDTH = 1.0; attribute vec4 attrShaderParams; varying vec4 shaderParams; varying vec2 circleCoords; void main() { // Pass attributes to the fragment shader shaderParams = attrShaderParams; if( shaderParams[0] == SHADER_LINE ) { float lineWidth = shaderParams[3]; float worldScale = gl_ModelViewMatrix[0][0]; // Make lines appear to be at least 1 pixel wide if( worldScale * lineWidth < MIN_WIDTH ) gl_Position = gl_ModelViewProjectionMatrix * ( gl_Vertex + vec4( shaderParams.yz * MIN_WIDTH / ( worldScale * lineWidth ), 0.0, 0.0 ) ); else gl_Position = gl_ModelViewProjectionMatrix * ( gl_Vertex + vec4( shaderParams.yz, 0.0, 0.0 ) ); } else if( ( shaderParams[0] == SHADER_STROKED_CIRCLE ) || ( shaderParams[0] == SHADER_FILLED_CIRCLE ) ) { // Compute relative circle coordinates basing on indices // Circle if( shaderParams[1] == 1.0 ) circleCoords = vec2( -sqrt( 3.0 ), -1.0 ); else if( shaderParams[1] == 2.0 ) circleCoords = vec2( sqrt( 3.0 ), -1.0 ); else if( shaderParams[1] == 3.0 ) circleCoords = vec2( 0.0, 2.0 ); // Semicircle else if( shaderParams[1] == 4.0 ) circleCoords = vec2( -3.0 / sqrt( 3.0 ), 0.0 ); else if( shaderParams[1] == 5.0 ) circleCoords = vec2( 3.0 / sqrt( 3.0 ), 0.0 ); else if( shaderParams[1] == 6.0 ) circleCoords = vec2( 0.0, 2.0 ); // Make the line appear to be at least 1 pixel wide float lineWidth = shaderParams[3]; float worldScale = gl_ModelViewMatrix[0][0]; if( worldScale * lineWidth < MIN_WIDTH ) shaderParams[3] = shaderParams[3] / ( worldScale * lineWidth ); gl_Position = ftransform(); } else { // Pass through the coordinates like in the fixed pipeline gl_Position = ftransform(); } gl_FrontColor = gl_Color; }