decla-red/frontend/src/scripts/drawing/shaders/cave-distance-fs.glsl
2020-08-16 09:15:09 +02:00

48 lines
1.2 KiB
GLSL

#version 300 es
precision mediump float;
#define LINE_COUNT {lineCount}
#define CAVE_COLOR vec3(0.36, 0.38, 0.76)
#define AIR_COLOR vec3(0.7)
#define DISTANCE_SCALE {distanceScale}
#define DISTANCE_OFFSET {distanceOffset}
uniform float maxMinDistance;
#if LINE_COUNT > 0
uniform struct Line {
vec2 from;
vec2 toFromDelta;
float fromRadius;
float toRadius;
}[LINE_COUNT] lines;
#endif
in vec2 worldCoordinates;
out vec4 fragmentColor;
void main() {
float realDistance = 0.0;
#if LINE_COUNT > 0
float minDistance = maxMinDistance;
for (int i = 0; i < LINE_COUNT; i++) {
vec2 targetFromDelta = worldCoordinates - lines[i].from;
vec2 toFromDelta = lines[i].toFromDelta;
float h = clamp(dot(targetFromDelta, toFromDelta) / dot(toFromDelta, toFromDelta), 0.0, 1.0);
float lineDistance = distance(targetFromDelta, toFromDelta * h) - mix(lines[i].fromRadius, lines[i].toRadius, h);
minDistance = min(minDistance, lineDistance);
}
realDistance = -minDistance;
#endif
fragmentColor = vec4(
mix(CAVE_COLOR, AIR_COLOR, clamp(realDistance, 0.0, 1.0)),
(realDistance + DISTANCE_OFFSET) / DISTANCE_SCALE
);
}