flat in vec4 radii; flat in vec4 thresholds; flat in vec4 finalColor; flat in vec4 finalOutlineColor; flat in int finalFlags; out vec4 fragColor; const float diagonal_scale = sqrt(0.5); const float minmax_bias = 0.7; const float minmax_scale = sqrt(1.0 / (1.0 + 1.0 / minmax_bias)); bool test(int bit) { return (finalFlags & bit) != 0; } void main() { vec2 pos = gl_PointCoord - vec2(0.5); vec2 absPos = abs(pos); float radius = (absPos.x + absPos.y) * diagonal_scale; float outline_dist = -1.0; /* Diamond outline */ if (test(0x1)) { outline_dist = max(outline_dist, radius - radii[0]); } /* Circle outline */ if (test(0x2)) { radius = length(absPos); outline_dist = max(outline_dist, radius - radii[1]); } /* Top & Bottom clamp */ if (test(0x4)) { outline_dist = max(outline_dist, absPos.y - radii[2]); } /* Left & Right clamp */ if (test(0x8)) { outline_dist = max(outline_dist, absPos.x - radii[2]); } float alpha = 1 - smoothstep(thresholds[0], thresholds[1], abs(outline_dist)); /* Inside the outline. */ if (outline_dist < 0) { /* Middle dot */ if (test(0x10)) { alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], radius)); } /* Up and down arrow-like shading. */ if (test(0x300)) { float ypos = -1.0; /* Up arrow (maximum) */ if (test(0x100)) { ypos = max(ypos, pos.y); } /* Down arrow (minimum) */ if (test(0x200)) { ypos = max(ypos, -pos.y); } /* Arrow shape threshold. */ float minmax_dist = (ypos - radii[3]) - absPos.x * minmax_bias; float minmax_step = smoothstep(thresholds[0], thresholds[1], minmax_dist * minmax_scale); /* Reduced alpha for uncertain extremes. */ float minmax_alpha = test(0x400) ? 0.55 : 0.85; alpha = max(alpha, minmax_step * minmax_alpha); } fragColor = mix(finalColor, finalOutlineColor, alpha); } /* Outside the outline. */ else { fragColor = vec4(finalOutlineColor.rgb, finalOutlineColor.a * alpha); } }