/* * Fragment Shader for dashed lines, with uniform multi-color(s), or any single-color, and any thickness. * * Dashed is performed in screen space. */ uniform float dash_width; /* Simple mode, discarding non-dash parts (so no need for blending at all). */ uniform float dash_factor; /* if > 1.0, solid line. */ /* More advanced mode, allowing for complex, multi-colored patterns. Enabled when num_colors > 0. */ /* Note: max number of steps/colors in pattern is 32! */ uniform int num_colors; /* Enabled if > 0, 1 for solid line. */ uniform vec4 colors[32]; noperspective in float distance_along_line; noperspective in vec4 color_geom; out vec4 fragColor; void main() { /* Multi-color option. */ if (num_colors > 0) { /* Solid line case, simple. */ if (num_colors == 1) { fragColor = colors[0]; } /* Actually dashed line... */ else { float normalized_distance = fract(distance_along_line / dash_width); fragColor = colors[int(normalized_distance * num_colors)]; } } /* Single color option. */ else { /* Solid line case, simple. */ if (dash_factor >= 1.0f) { fragColor = color_geom; } /* Actually dashed line... */ else { float normalized_distance = fract(distance_along_line / dash_width); if (normalized_distance <= dash_factor) { fragColor = color_geom; } else { discard; } } } }