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- [vert.glsl]
-
- #version 130
-
- in vec2 in_position;
-
- out 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 130
-
- #if defined GL_ES
- precision highp float;
- #endif
-
- uniform sampler2D u_texture;
-
- in 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 texture_width = 256.0;
- float line_width = 1.2;
- float dot_size = 1.0;
- vec4 delta = vec4(1.0 / texture_width, 0.0,
- 2.0 / texture_width, 0.0);
-
- vec2 p = pass_position.xy;
- vec2 tc = vec2(floor(p.x * texture_width) / texture_width, p.y);
- float t = p.x * texture_width - floor(p.x * texture_width);
- 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;
-
- /* Find the 4 closest points in screen space */
- 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);
-
- /* Compute distance to segments */
- float d = segdist(p0, p1, a);
- d = min(d, segdist(p1, p2, a));
- d = min(d, segdist(p2, p3, a));
-
- /* Compute distance to dots */
- d = min(d, length(a - p0) - dot_size);
- d = min(d, length(a - p1) - dot_size);
- d = min(d, length(a - p2) - dot_size);
- d = min(d, length(a - p3) - dot_size);
-
- /* Add line width */
- float lum = clamp(line_width - d, 0.0, 1.0);
-
- /* Compensate for sRGB */
- lum = pow(1.0 - lum, 1.0 / 2.4);
-
- /* Choose some funny colours */
- vec4 col = vec4(mix(p.x, 1.0, lum), lum, lum, 1.0);
- gl_FragColor = col;
- }
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