96 lines
3.3 KiB
GLSL
96 lines
3.3 KiB
GLSL
/*
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* This program source code file is part of KICAD, a free EDA CAD application.
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*
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* Copyright (C) 2013 CERN
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* @author Maciej Suminski <maciej.suminski@cern.ch>
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*
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* Vertex shader
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#version 120
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// Shader types
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const float SHADER_LINE = 1.0;
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const float SHADER_FILLED_CIRCLE = 2.0;
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const float SHADER_STROKED_CIRCLE = 3.0;
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// Minimum line width
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const float MIN_WIDTH = 1.0;
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attribute vec4 attrShaderParams;
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varying vec4 shaderParams;
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varying vec2 circleCoords;
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void main()
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{
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// Pass attributes to the fragment shader
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shaderParams = attrShaderParams;
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if( shaderParams[0] == SHADER_LINE )
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{
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float lineWidth = shaderParams[3];
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float worldScale = gl_ModelViewMatrix[0][0];
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// Make lines appear to be at least 1 pixel wide
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if( worldScale * lineWidth < MIN_WIDTH )
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gl_Position = gl_ModelViewProjectionMatrix *
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( gl_Vertex + vec4( shaderParams.yz * MIN_WIDTH / ( worldScale * lineWidth ), 0.0, 0.0 ) );
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else
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gl_Position = gl_ModelViewProjectionMatrix *
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( gl_Vertex + vec4( shaderParams.yz, 0.0, 0.0 ) );
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}
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else if( ( shaderParams[0] == SHADER_STROKED_CIRCLE ) ||
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( shaderParams[0] == SHADER_FILLED_CIRCLE ) )
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{
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// Compute relative circle coordinates basing on indices
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// Circle
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if( shaderParams[1] == 1.0 )
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circleCoords = vec2( -sqrt( 3.0 ), -1.0 );
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else if( shaderParams[1] == 2.0 )
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circleCoords = vec2( sqrt( 3.0 ), -1.0 );
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else if( shaderParams[1] == 3.0 )
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circleCoords = vec2( 0.0, 2.0 );
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// Semicircle
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else if( shaderParams[1] == 4.0 )
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circleCoords = vec2( -3.0 / sqrt( 3.0 ), 0.0 );
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else if( shaderParams[1] == 5.0 )
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circleCoords = vec2( 3.0 / sqrt( 3.0 ), 0.0 );
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else if( shaderParams[1] == 6.0 )
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circleCoords = vec2( 0.0, 2.0 );
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// Make the line appear to be at least 1 pixel wide
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float lineWidth = shaderParams[3];
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float worldScale = gl_ModelViewMatrix[0][0];
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if( worldScale * lineWidth < MIN_WIDTH )
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shaderParams[3] = shaderParams[3] / ( worldScale * lineWidth );
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gl_Position = ftransform();
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}
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else
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{
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// Pass through the coordinates like in the fixed pipeline
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gl_Position = ftransform();
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}
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gl_FrontColor = gl_Color;
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}
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