kicad/common/gal/shaders/kicad_frag.glsl

151 lines
4.0 KiB
GLSL

/*
* 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 <maciej.suminski@cern.ch>
*
* 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;
}
}