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@@ -74,3 +74,71 @@ void main(void) |
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gl_FragColor = vec4(mix(p.x, 1.0, lum), lum, lum, 1.0); |
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} |
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[vert.hlsl] |
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void main(float2 in_Position : POSITION, |
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out float4 out_Position : POSITION, |
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out float4 pass_Position : TEXCOORD0) |
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{ |
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pass_Position = float4(0.5 * in_Position + 0.5, 0.0, 1.0); |
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out_Position = float4(in_Position, 0.5, 1.0); |
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} |
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[frag.hlsl] |
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float segdist(float2 p1, float2 p2, float2 a) |
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{ |
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float d = max(1e-10, dot(p2 - p1, p2 - p1)); |
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float t = clamp(dot(a - p1, p2 - p1) / d, 0.0, 1.0); |
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return distance(a, lerp(p1, p2, t)); |
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} |
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void main(in float4 pass_Position : TEXCOORD0, |
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uniform sampler2D u_Texture, |
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out float4 out_FragColor : COLOR) |
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{ |
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float width = 800.0; |
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float height = 600.0; |
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float texture_width = 256.0; |
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float line_width = 1.2; |
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float dot_size = 1.0; |
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float4 delta = float4(1.0 / texture_width, 0.0, |
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2.0 / texture_width, 0.0); |
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float2 p = pass_Position.xy; |
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float2 tc = float2(floor(p.x * texture_width) / texture_width, p.y); |
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float t = p.x * texture_width - floor(p.x * texture_width); |
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float4 c; |
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c[0] = tex2D(u_Texture, tc - delta.xy).x; |
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c[1] = tex2D(u_Texture, tc).x; |
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c[2] = tex2D(u_Texture, tc + delta.xy).x; |
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c[3] = tex2D(u_Texture, tc + delta.zw).x; |
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/* Find the 4 closest points in screen space */ |
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float2 p0 = float2((tc.x - delta.x) * width, c[0] * height); |
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float2 p1 = float2((tc.x ) * width, c[1] * height); |
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float2 p2 = float2((tc.x + delta.x) * width, c[2] * height); |
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float2 p3 = float2((tc.x + delta.z) * width, c[3] * height); |
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float2 a = float2(p.x * width, p.y * height); |
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/* Compute distance to segments */ |
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float d = segdist(p0, p1, a); |
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d = min(d, segdist(p1, p2, a)); |
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d = min(d, segdist(p2, p3, a)); |
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/* Compute distance to dots */ |
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d = min(d, length(a - p0) - dot_size); |
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d = min(d, length(a - p1) - dot_size); |
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d = min(d, length(a - p2) - dot_size); |
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d = min(d, length(a - p3) - dot_size); |
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/* Add line width */ |
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float lum = clamp(line_width - d, 0.0, 1.0); |
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/* Compensate for sRGB */ |
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lum = pow(1.0 - lum, 1.0 / 2.4); |
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/* Choose some funny colours */ |
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out_FragColor = float4(lerp(p.x, 1.0, lum), lum, lum, 1.0); |
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} |
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