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uniform int color_type;
uniform int mode;
uniform sampler2D myTexture;
in vec4 mColor;
in vec2 mTexCoord;
out vec4 fragColor;
#define texture2D texture
#define GPENCIL_MODE_LINE 0
#define GPENCIL_MODE_DOTS 1
#define GPENCIL_MODE_BOX 2
/* keep this list synchronized with list in gpencil_engine.h */
#define GPENCIL_COLOR_SOLID 0
#define GPENCIL_COLOR_TEXTURE 1
#define GPENCIL_COLOR_PATTERN 2
void main()
{
vec2 centered = mTexCoord - vec2(0.5);
float dist_squared = dot(centered, centered);
const float rad_squared = 0.25;
// round point with jaggy edges
if ((mode != GPENCIL_MODE_BOX) && (dist_squared > rad_squared))
discard;
vec4 tmp_color = texture2D(myTexture, mTexCoord);
/* Solid */
if (color_type == GPENCIL_COLOR_SOLID) {
fragColor = mColor;
}
/* texture */
if (color_type == GPENCIL_COLOR_TEXTURE) {
fragColor = texture2D(myTexture, mTexCoord);
/* mult both alpha factor to use strength factor with texture */
fragColor.a = min(fragColor.a * mColor.a, fragColor.a);
}
/* pattern */
if (color_type == GPENCIL_COLOR_PATTERN) {
vec4 text_color = texture2D(myTexture, mTexCoord);
fragColor = mColor;
/* mult both alpha factor to use strength factor with color alpha limit */
fragColor.a = min(text_color.a * mColor.a, mColor.a);
}
if(fragColor.a < 0.0035)
discard;
}
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