/** * 2D Quadratic Bezier thick line drawing */ #define MID_VERTEX 65 /* u is position along the curve, defining the tangent space. * v is "signed" distance (compressed to [0..1] range) from the pos in expand direction */ in vec2 uv; in vec2 pos; /* verts position in the curve tangent space */ in vec2 expand; #ifdef USE_INSTANCE /* Instance attrs. */ in vec2 P0; in vec2 P1; in vec2 P2; in vec2 P3; in ivec4 colid_doarrow; in vec4 start_color; in vec4 end_color; in ivec2 domuted; in float dim_factor; in float thickness; in float dash_factor; in float dash_alpha; uniform vec4 colors[6]; # define colStart (colid_doarrow[0] < 3 ? start_color : colors[colid_doarrow[0]]) # define colEnd (colid_doarrow[1] < 3 ? end_color : colors[colid_doarrow[1]]) # define colShadow colors[colid_doarrow[2]] # define doArrow (colid_doarrow[3] != 0) # define doMuted (domuted[0] != 0) #else /* Single curve drawcall, use uniform. */ uniform vec2 bezierPts[4]; # define P0 bezierPts[0] # define P1 bezierPts[1] # define P2 bezierPts[2] # define P3 bezierPts[3] uniform vec4 colors[3]; uniform bool doArrow; uniform bool doMuted; uniform float dim_factor; uniform float thickness; uniform float dash_factor; uniform float dash_alpha; # define colShadow colors[0] # define colStart colors[1] # define colEnd colors[2] #endif uniform float expandSize; uniform float arrowSize; uniform mat4 ModelViewProjectionMatrix; out float colorGradient; out vec4 finalColor; out float lineU; flat out float lineLength; flat out float dashFactor; flat out float dashAlpha; flat out int isMainLine; /* Define where along the noodle the gradient will starts and ends. * Use 0.25 instead of 0.35-0.65, because of a visual shift issue. */ const float start_gradient_threshold = 0.25; const float end_gradient_threshold = 0.55; void main(void) { /* Parameters for the dashed line. */ isMainLine = expand.y != 1.0 ? 0 : 1; dashFactor = dash_factor; dashAlpha = dash_alpha; /* Approximate line length, no need for real bezier length calculation. */ lineLength = distance(P0, P3); /* TODO: Incorrect U, this leads to non-uniform dash distribution. */ lineU = uv.x; float t = uv.x; float t2 = t * t; float t2_3 = 3.0 * t2; float one_minus_t = 1.0 - t; float one_minus_t2 = one_minus_t * one_minus_t; float one_minus_t2_3 = 3.0 * one_minus_t2; vec2 point = (P0 * one_minus_t2 * one_minus_t + P1 * one_minus_t2_3 * t + P2 * t2_3 * one_minus_t + P3 * t2 * t); vec2 tangent = ((P1 - P0) * one_minus_t2_3 + (P2 - P1) * 6.0 * (t - t2) + (P3 - P2) * t2_3); /* tangent space at t */ tangent = normalize(tangent); vec2 normal = tangent.yx * vec2(-1.0, 1.0); /* Position vertex on the curve tangent space */ point += (pos.x * tangent + pos.y * normal) * arrowSize; gl_Position = ModelViewProjectionMatrix * vec4(point, 0.0, 1.0); vec2 exp_axis = expand.x * tangent + expand.y * normal; /* rotate & scale the expand axis */ exp_axis = ModelViewProjectionMatrix[0].xy * exp_axis.xx + ModelViewProjectionMatrix[1].xy * exp_axis.yy; float expand_dist = (uv.y * 2.0 - 1.0); colorGradient = expand_dist; if (gl_VertexID < MID_VERTEX) { /* Shadow pass */ finalColor = colShadow; } else { /* Second pass */ if (uv.x < start_gradient_threshold) { finalColor = colStart; } else if (uv.x > end_gradient_threshold) { finalColor = colEnd; } else { /* Add 0.1 to avoid a visual shift issue. */ finalColor = mix(colStart, colEnd, uv.x + 0.1); } expand_dist *= 0.5; if (doMuted) { finalColor[3] = 0.65; } } finalColor[3] *= dim_factor; /* Expand into a line */ gl_Position.xy += exp_axis * expandSize * expand_dist * thickness; /* If the link is not muted or is not a reroute arrow the points are squashed to the center of * the line. Magic numbers are defined in drawnode.c */ if ((expand.x == 1.0 && !doMuted) || (expand.y != 1.0 && (pos.x < 0.70 || pos.x > 0.71) && !doArrow)) { gl_Position.xy *= 0.0; } }