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-rw-r--r--vcl/opengl/shaders/combinedVertexShader.glsl76
1 files changed, 76 insertions, 0 deletions
diff --git a/vcl/opengl/shaders/combinedVertexShader.glsl b/vcl/opengl/shaders/combinedVertexShader.glsl
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+/* -*- 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: */