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- #version 150
- // see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h
- // https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3
- const float aa_radius = 0.5;
- uniform float dash_size;
- uniform float gap_size;
- uniform vec4 uniform_color;
- in float line_width;
- // x = v tex coord, y = s coord
- in vec2 seg_params;
- out vec4 out_color;
- void main()
- {
- float inv_stride = 1.0 / (dash_size + gap_size);
- if (gap_size > 0.0 && fract(seg_params.y * inv_stride) > dash_size * inv_stride)
- discard;
-
- // We render a quad that is fattened by r, giving total width of the line to be w+r. We want smoothing to happen
- // around w, so that the edge is properly smoothed out. As such, in the smoothstep function we have:
- // Far edge : 1.0 = (w+r) / (w+r)
- // Close edge : 1.0 - (2r / (w+r)) = (w+r)/(w+r) - 2r/(w+r)) = (w-r) / (w+r)
- // This way the smoothing is centered around 'w'.
- out_color = uniform_color;
- float inv_line_width = 1.0 / line_width;
- float aa = 1.0 - smoothstep(1.0 - (2.0 * aa_radius * inv_line_width), 1.0, abs(seg_params.x * inv_line_width));
- out_color.a *= aa;
- }
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