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uniform int color_type;
uniform int mode;
uniform sampler2D myTexture;
uniform float gradient_f;
uniform vec2 gradient_s;
uniform vec4 colormix;
uniform float mix_stroke_factor;
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
/* Function to check the point inside ellipse */
float checkpoint(vec2 pt, vec2 radius)
{
float p = (pow(pt.x, 2) / pow(radius.x, 2)) + (pow(pt.y, 2) / pow(radius.y, 2));
return p;
}
void main()
{
vec2 centered = mTexCoord - vec2(0.5);
float ellip = checkpoint(centered, vec2(gradient_s / 2.0));
if (mode != GPENCIL_MODE_BOX) {
if (ellip > 1.0) {
discard;
}
}
vec4 tmp_color = texture2D(myTexture, mTexCoord);
/* Solid */
if (color_type == GPENCIL_COLOR_SOLID) {
fragColor = mColor;
}
/* texture */
if (color_type == GPENCIL_COLOR_TEXTURE) {
vec4 text_color = texture2D(myTexture, mTexCoord);
if (mix_stroke_factor > 0.0) {
fragColor.rgb = mix(text_color.rgb, colormix.rgb, mix_stroke_factor);
fragColor.a = text_color.a;
}
else {
fragColor = text_color;
}
/* 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 ((mode == GPENCIL_MODE_DOTS) && (gradient_f < 1.0)) {
float dist = length(centered) * 2;
float decay = dist * (1.0 - gradient_f) * fragColor.a;
fragColor.a = clamp(fragColor.a - decay, 0.0, 1.0);
fragColor.a = fragColor.a * (1.0 - ellip);
}
if (fragColor.a < 0.0035) {
discard;
}
}
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