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uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;
/* ******************************************************************* */
/* create shadow */
/* ******************************************************************* */
uniform sampler2D strokeColor;
uniform sampler2D strokeDepth;
uniform vec2 Viewport;
uniform int offset[2];
uniform float scale[2];
uniform float rotation;
uniform vec4 shadow_color;
uniform float amplitude;
uniform float period;
uniform float phase;
uniform int orientation;
uniform vec3 loc;
uniform float pixsize; /* rv3d->pixsize */
uniform float pixfactor;
#define M_PI 3.1415926535897932384626433832795
#define HORIZONTAL 0
#define VERTICAL 1
float defaultpixsize = pixsize * (1000.0 / pixfactor);
vec2 noffset = vec2(offset[0], offset[1]);
float cosv = cos(rotation);
float sinv = sin(rotation);
out vec4 FragColor;
/* project 3d point to 2d on screen space */
vec2 toScreenSpace(vec4 vertex)
{
/* need to calculate ndc because this is not done by vertex shader */
vec3 ndc = vec3(vertex).xyz / vertex.w;
vec2 sc;
sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
return sc;
}
void main()
{
vec2 uv = vec2(gl_FragCoord.xy);
vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
vec2 loc2d = toScreenSpace(nloc);
float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) :
(noffset[0] / defaultpixsize);
float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) :
(noffset[1] / defaultpixsize);
/* move point to new coords system */
vec2 tpos = vec2(uv.x, uv.y) - loc2d;
/* rotation */
if (rotation != 0) {
vec2 rotpoint = vec2((tpos.x * cosv) - (tpos.y * sinv), (tpos.x * sinv) + (tpos.y * cosv));
tpos = rotpoint;
}
/* apply offset */
tpos = vec2(tpos.x - dx, tpos.y - dy);
/* apply scale */
tpos.x *= 1.0 / scale[0];
tpos.y *= 1.0 / scale[1];
/* back to original coords system */
vec2 texpos = tpos + loc2d;
/* wave */
if (orientation == HORIZONTAL) {
float pval = (uv.x * M_PI) / Viewport[0];
texpos.y += amplitude * sin((period * pval) + phase);
}
else if (orientation == VERTICAL) {
float pval = (uv.y * M_PI) / Viewport[1];
texpos.x += amplitude * sin((period * pval) + phase);
}
vec4 src_pixel = texelFetch(strokeColor, ivec2(texpos.x, texpos.y), 0);
/* is transparent */
if (src_pixel.a == 0.0f) {
discard;
}
gl_FragDepth = texelFetch(strokeDepth, ivec2(texpos.x, texpos.y), 0).r;
FragColor = shadow_color;
}
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