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uniform int color_type;
uniform sampler2D myTexture;
uniform float gradient_f;
in vec4 mColor;
in vec2 mTexCoord;
in vec2 uvfac;
out vec4 fragColor;
#define texture2D texture
/* 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
#define ENDCAP 1.0
void main()
{
vec4 tColor = vec4(mColor);
/* if uvfac[1] == 1, then encap */
if (uvfac[1] == ENDCAP) {
vec2 center = vec2(uvfac[0], 0.5);
float dist = length(mTexCoord - center);
if (dist > 0.50) {
discard;
}
}
/* Solid */
if (color_type == GPENCIL_COLOR_SOLID) {
fragColor = tColor;
}
/* texture for endcaps */
vec4 text_color;
if (uvfac[1] == ENDCAP) {
text_color = texture2D(myTexture, vec2(mTexCoord.x, mTexCoord.y));
}
else {
text_color = texture2D(myTexture, mTexCoord);
}
/* texture */
if (color_type == GPENCIL_COLOR_TEXTURE) {
fragColor = text_color;
/* mult both alpha factor to use strength factor */
fragColor.a = min(fragColor.a * tColor.a, fragColor.a);
}
/* pattern */
if (color_type == GPENCIL_COLOR_PATTERN) {
fragColor = tColor;
/* mult both alpha factor to use strength factor with color alpha limit */
fragColor.a = min(text_color.a * tColor.a, tColor.a);
}
/* gradient */
/* keep this disabled while the line glitch bug exists
if (gradient_f < 1.0) {
float d = abs(mTexCoord.y - 0.5) * (1.1 - gradient_f);
float alpha = 1.0 - clamp((fragColor.a - (d * 2.0)), 0.03, 1.0);
fragColor.a = smoothstep(fragColor.a, 0.0, alpha);
}
*/
if (fragColor.a < 0.0035)
discard;
}
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