123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162 |
- [shaders]
- vertex =
- uniform highp mat4 u_modelViewProjectionMatrix;
- attribute highp vec4 a_vertex;
- attribute highp vec2 a_uvs;
- varying highp vec2 v_uvs;
- void main()
- {
- gl_Position = u_modelViewProjectionMatrix * a_vertex;
- v_uvs = a_uvs;
- }
- fragment =
- #ifdef GL_ES
- #ifdef GL_FRAGMENT_PRECISION_HIGH
- precision highp float;
- #else
- precision mediump float;
- #endif // GL_FRAGMENT_PRECISION_HIGH
- #endif // GL_ES
- uniform sampler2D u_layer0; //Default pass.
- uniform sampler2D u_layer1; //Selection pass.
- uniform sampler2D u_layer2; //X-ray pass.
- uniform vec2 u_offset[9];
- uniform float u_outline_strength;
- uniform vec4 u_outline_color;
- uniform vec4 u_error_color;
- uniform vec4 u_background_color;
- const vec3 x_axis = vec3(1.0, 0.0, 0.0);
- const vec3 y_axis = vec3(0.0, 1.0, 0.0);
- const vec3 z_axis = vec3(0.0, 0.0, 1.0);
- varying vec2 v_uvs;
- float kernel[9];
- void main()
- {
- kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
- kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
- kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
- vec4 result = u_background_color;
- vec4 layer0 = texture2D(u_layer0, v_uvs);
- result = layer0 * layer0.a + result * (1.0 - layer0.a);
- float intersection_count = (texture2D(u_layer2, v_uvs).r * 255.0) / 5.0;
- if(mod(intersection_count, 2.0) == 1.0)
- {
- result = u_error_color;
- }
- vec4 sum = vec4(0.0);
- for (int i = 0; i < 9; i++)
- {
- vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
- sum += color * (kernel[i] / u_outline_strength);
- }
- vec4 layer1 = texture2D(u_layer1, v_uvs);
- if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
- {
- gl_FragColor = result;
- }
- else
- {
- gl_FragColor = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
- }
- }
- vertex41core =
- #version 410
- uniform highp mat4 u_modelViewProjectionMatrix;
- in highp vec4 a_vertex;
- in highp vec2 a_uvs;
- out highp vec2 v_uvs;
- void main()
- {
- gl_Position = u_modelViewProjectionMatrix * a_vertex;
- v_uvs = a_uvs;
- }
- fragment41core =
- #version 410
- uniform sampler2D u_layer0; //Default pass.
- uniform sampler2D u_layer1; //Selection pass.
- uniform sampler2D u_layer2; //X-ray pass.
- uniform vec2 u_offset[9];
- uniform float u_outline_strength;
- uniform vec4 u_outline_color;
- uniform vec4 u_error_color;
- uniform vec4 u_background_color;
- const vec3 x_axis = vec3(1.0, 0.0, 0.0);
- const vec3 y_axis = vec3(0.0, 1.0, 0.0);
- const vec3 z_axis = vec3(0.0, 0.0, 1.0);
- in vec2 v_uvs;
- out vec4 frag_color;
- float kernel[9];
- void main()
- {
- kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
- kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
- kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
- vec4 result = u_background_color;
- vec4 layer0 = texture(u_layer0, v_uvs);
- result = layer0 * layer0.a + result * (1.0 - layer0.a);
- float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0;
- if(mod(intersection_count, 2.0) == 1.0)
- {
- result = u_error_color;
- }
- vec4 sum = vec4(0.0);
- for (int i = 0; i < 9; i++)
- {
- vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
- sum += color * (kernel[i] / u_outline_strength);
- }
- vec4 layer1 = texture(u_layer1, v_uvs);
- if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
- {
- frag_color = result;
- }
- else
- {
- frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
- }
- }
- [defaults]
- u_layer0 = 0
- u_layer1 = 1
- u_layer2 = 2
- u_background_color = [0.965, 0.965, 0.965, 1.0]
- u_outline_strength = 1.0
- u_outline_color = [0.05, 0.66, 0.89, 1.0]
- u_error_color = [1.0, 0.0, 0.0, 1.0]
- [bindings]
- [attributes]
- a_vertex = vertex
- a_uvs = uv
|