decla-red/frontend/src/scripts/drawing/shaders/distance-fs.glsl
2020-09-14 15:35:51 +02:00

93 lines
2.5 KiB
GLSL

#version 300 es
precision lowp float;
#define LINE_COUNT {lineCount}
#define BLOB_COUNT {blobCount}
uniform float maxMinDistance;
uniform float distanceUvPixelSize;
in vec2 position;
#if LINE_COUNT > 0
uniform struct {
vec2 from;
vec2 toFromDelta;
float fromRadius;
float toRadius;
}[LINE_COUNT] lines;
void lineMinDistance(inout float minDistance, inout float color) {
float myMinDistance = maxMinDistance;
for (int i = 0; i < LINE_COUNT; i++) {
vec2 targetFromDelta = position - lines[i].from;
vec2 toFromDelta = lines[i].toFromDelta;
float h = clamp(
dot(targetFromDelta, toFromDelta) / dot(toFromDelta, toFromDelta),
0.0, 1.0
);
float lineDistance = -mix(
lines[i].fromRadius, lines[i].toRadius, h
) + distance(
targetFromDelta, toFromDelta * h
);
myMinDistance = min(myMinDistance, lineDistance);
}
color = mix(0.0, color, step(distanceUvPixelSize, -myMinDistance));
minDistance = -myMinDistance;
}
#endif
#if BLOB_COUNT > 0
uniform struct {
vec2 headCenter;
vec2 leftFootCenter;
vec2 rightFootCenter;
float headRadius;
float footRadius;
float k;
}[BLOB_COUNT] blobs;
float circleMinDistance(vec2 circleCenter, float radius) {
return distance(position, circleCenter) - radius;
}
void blobMinDistance(inout float minDistance, inout float color) {
for (int i = 0; i < BLOB_COUNT; i++) {
float res = exp2(-blobs[i].k * circleMinDistance(blobs[i].headCenter, blobs[i].headRadius));
res += exp2(-blobs[i].k * circleMinDistance(blobs[i].leftFootCenter, blobs[i].footRadius));
res += exp2(-blobs[i].k * circleMinDistance(blobs[i].rightFootCenter, blobs[i].footRadius));
res = -log2(res) / blobs[i].k;
color = mix(1.0, color, step(distanceUvPixelSize, res));
minDistance = min(minDistance, res);
}
}
#endif
out vec2 fragmentColor;
void main() {
float minDistance = -maxMinDistance;
float color = 0.0;
#if LINE_COUNT > 0
lineMinDistance(minDistance, color);
#endif
#if BLOB_COUNT > 10
blobMinDistance(minDistance, color);
#endif
// minDistance / 2.0: NDC to UV scale
// - 0.005 is for making it more consistent with the physics
fragmentColor = vec2(minDistance / 2.0 - 0.005, color);
}