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Diffstat (limited to '')
-rw-r--r-- | vcl/opengl/shaders/combinedVertexShader.glsl | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/vcl/opengl/shaders/combinedVertexShader.glsl b/vcl/opengl/shaders/combinedVertexShader.glsl new file mode 100644 index 000000000..16fc4a942 --- /dev/null +++ b/vcl/opengl/shaders/combinedVertexShader.glsl @@ -0,0 +1,76 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +attribute vec2 position; +attribute vec4 extrusion_vectors; +#ifdef USE_VERTEX_COLORS +attribute vec4 vertex_color_in; +#endif + +varying float fade_factor; // fade factor for anti-aliasing +varying float multiply; + +#ifdef USE_VERTEX_COLORS +varying vec4 vertex_color; +#endif + +uniform float line_width; +uniform float feather; // width where we fade the line + +uniform mat4 mvp; + +#define TYPE_NORMAL 0 +#define TYPE_LINE 1 + +uniform int type; + +void main() +{ + vec2 extrusion_vector = extrusion_vectors.xy; + + float render_thickness = 0.0; + + if (type == TYPE_LINE) + { + // miter factor to additionally lengthen the distance of vertex (needed for miter) + // if 1.0 - miter_factor has no effect + float miter_factor = 1.0 / abs(extrusion_vectors.z); + // fade factor is always -1.0 or 1.0 -> we transport that info together with length + fade_factor = sign(extrusion_vectors.z); +#ifdef USE_VERTEX_COLORS + float the_feather = (1.0 + sign(extrusion_vectors.w)) / 4.0; + float the_line_width = abs(extrusion_vectors.w); +#else + float the_feather = feather; + float the_line_width = line_width; +#endif + render_thickness = (the_line_width * miter_factor + the_feather * 2.0 * miter_factor); + + // Calculate the multiplier so we can transform the 0->1 fade factor + // to take feather and line width into account. + + float start = mix(0.0, (the_line_width / 2.0) - the_feather, the_feather * 2.0); + float end = mix(1.0, (the_line_width / 2.0) + the_feather, the_feather * 2.0); + + multiply = 1.0 / (1.0 - (start / end)); + } + + // lengthen the vertex in direction of the extrusion vector by line width. + vec4 final_position = vec4(position + (extrusion_vector * (render_thickness / 2.0) ), 0.0, 1.0); + + gl_Position = mvp * final_position; + +#ifdef USE_VERTEX_COLORS + vertex_color = vertex_color_in / 255.0; +#endif +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |