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- [vert.glsl]
-
- #version 120
-
- attribute vec2 in_Position;
-
- varying vec4 pass_Position;
-
- void main(void)
- {
- pass_Position = vec4(0.5 * in_Position + 0.5, 0.0, 1.0);
- gl_Position = vec4(in_Position, 0.5, 1.0);
- }
-
- [frag.glsl]
-
- #version 120
-
- uniform sampler2D u_Texture;
-
- varying vec4 pass_Position;
-
- float segdist(vec2 p1, vec2 p2, vec2 a)
- {
- float d = max(1e-10, dot(p2 - p1, p2 - p1));
- float t = clamp(dot(a - p1, p2 - p1) / d, 0.0, 1.0);
- return distance(a, mix(p1, p2, t));
- }
-
- void main(void)
- {
- float width = 800.0;
- float height = 600.0;
- float line_width = 1.8;
- vec4 delta = vec4(1.0 / 128, 0.0,
- 2.0 / 128, 0.0);
-
- vec2 p = pass_Position.xy;
- vec2 tc = vec2(floor(p.x * 128.0) / 128.0, p.y);
- float t = p.x * 128.0 - floor(p.x * 128.0);
- vec4 c;
- c[0] = texture2D(u_Texture, tc - delta.xy).x;
- c[1] = texture2D(u_Texture, tc).x;
- c[2] = texture2D(u_Texture, tc + delta.xy).x;
- c[3] = texture2D(u_Texture, tc + delta.zw).x;
-
- /* Quick hack: artificially compress display in Y */
- c *= 0.3;
-
- vec2 p0 = vec2((tc.x - delta.x) * width, c[0] * height);
- vec2 p1 = vec2((tc.x) * width, c[1] * height);
- vec2 p2 = vec2((tc.x + delta.x) * width, c[2] * height);
- vec2 p3 = vec2((tc.x + delta.z) * width, c[3] * height);
- vec2 a = vec2(p.x * width, p.y * height);
-
- float d0 = segdist(p0, p1, a);
- float d1 = segdist(p1, p2, a);
- float d2 = segdist(p2, p3, a);
-
- float d = clamp(line_width - min(min(d0, d1), d2), 0.0, 1.0);
-
- /* Choose some funny colours */
- gl_FragColor = vec4(p.y, d, mix(p.x, 0.3, d), 1.0);
- }
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