decla-red/frontend/src/shaders/cave-fs.glsl
2020-07-20 21:58:31 +02:00

74 lines
2.5 KiB
GLSL

#version 300 es
precision mediump float;
#define SMOOTHING 10.0
#define INFINITY 10000.0;
#define LINE_COUNT 100
float interpolate(float from, float to, float quotient) {
return from + (to - from) * smoothstep(0.0, 1.0, quotient);
}
vec2 rotate90deg(in vec2 vector) {
return vec2(-vector.y, vector.x);
}
uniform struct Line {
vec2 from;
vec2 to;
vec2 normal;
bool isLineEnd;
}[LINE_COUNT] lines;
float lineDistance(in vec2 position, in Line line, out float h) {
vec2 pa = position - line.from, ba = line.to - line.from;
h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
vec2 delta = pa - ba*h;
// sign can return 0, double sign prevents this
float side = sign(sign(dot(delta, line.normal)) - 0.5);
return length(delta) * side;
}
float getDistance(in vec2 target) {
float positiveMinDistance = INFINITY;
float negativeMaxDistance = -INFINITY;
float leftJoinAcuteness = 0.0;
vec2 splitterLineNormalStart = vec2(-1.0, 0.0);
for (int i = 0; i < LINE_COUNT - 1; i++) {
vec2 splitterLineNormalEnd = rotate90deg(normalize(lines[i].normal + lines[i + 1].normal));
float h;
float distanceToCurrent = lineDistance(target, lines[i], h);
float rightJoinAcuteness = dot(lines[i + 1].to - lines[i].from, lines[i + 1].normal - lines[i].normal);
distanceToCurrent -= interpolate(
sign(leftJoinAcuteness) * SMOOTHING,
sign(rightJoinAcuteness) * SMOOTHING, h
);
leftJoinAcuteness = rightJoinAcuteness;
if (
!(
dot(target - lines[i].from, splitterLineNormalStart * -sign(dot(lines[i].to - lines[i].from, splitterLineNormalStart))) > 0.0
|| dot(target - lines[i].to, splitterLineNormalEnd * sign(dot(lines[i].from - lines[i].to, splitterLineNormalEnd))) <= 0.0
)
) {
float distanceToCurrentSign = sign(distanceToCurrent);
positiveMinDistance = min(positiveMinDistance, 1.0 / (0.5 + distanceToCurrentSign / 2.0) * distanceToCurrent);
negativeMaxDistance = max(negativeMaxDistance, -1.0 / (0.5 - distanceToCurrentSign / 2.0) * distanceToCurrent);
}
splitterLineNormalStart = splitterLineNormalEnd;
}
return positiveMinDistance < negativeMaxDistance ? positiveMinDistance : -negativeMaxDistance;
}
uniform mat3 transform;
out vec4 fragmentColor;
void main() {
vec2 position = (vec3(gl_FragCoord.xy, 1.0) * transform).xy;
fragmentColor = vec4(vec3(1.0) * clamp(0.0, 1.0, getDistance(position)), 1.0);
}