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in vec2 weight_interp; /* (weight, alert) */
out vec4 fragColor;
uniform float opacity = 1.0;
uniform sampler1D colorramp;
uniform bool drawContours = false;
float contours(float value, float steps, float width_px, float max_rel_width, float gradient)
{
/* Minimum visible and minimum full strength line width in screen space for fade out. */
const float min_width_px = 1.3, fade_width_px = 2.3;
/* Line is thinner towards the increase in the weight gradient by this factor. */
const float hi_bias = 2.0;
/* Don't draw lines at 0 or 1. */
float rel_value = value * steps;
if (rel_value < 0.5 || rel_value > steps - 0.5) {
return 0.0;
}
/* Check if completely invisible due to fade out. */
float rel_gradient = gradient * steps;
float rel_min_width = min_width_px * rel_gradient;
if (max_rel_width <= rel_min_width) {
return 0.0;
}
/* Main shape of the line, accounting for width bias and maximum weight space width. */
float rel_width = width_px * rel_gradient;
float offset = fract(rel_value + 0.5) - 0.5;
float base_alpha = 1.0 - max(offset * hi_bias, -offset) / min(max_rel_width, rel_width);
/* Line fadeout when too thin in screen space. */
float rel_fade_width = fade_width_px * rel_gradient;
float fade_alpha = (max_rel_width - rel_min_width) / (rel_fade_width - rel_min_width);
return clamp(base_alpha, 0.0, 1.0) * clamp(fade_alpha, 0.0, 1.0);
}
vec4 contour_grid(float weight, float weight_gradient)
{
/* Fade away when the gradient is too low to avoid big fills and noise. */
float flt_eps = max(1e-8, 1e-6 * weight);
if (weight_gradient <= flt_eps) {
return vec4(0.0);
}
/* Three levels of grid lines */
float grid10 = contours(weight, 10.0, 5.0, 0.3, weight_gradient);
float grid100 = contours(weight, 100.0, 3.5, 0.35, weight_gradient) * 0.6;
float grid1000 = contours(weight, 1000.0, 2.5, 0.4, weight_gradient) * 0.25;
/* White lines for 0.1 and 0.01, and black for 0.001 */
vec4 grid = vec4(1.0) * max(grid10, grid100);
grid.a = max(grid.a, grid1000);
return grid * clamp((weight_gradient - flt_eps) / flt_eps, 0.0, 1.0);
}
void main()
{
float alert = weight_interp.y;
vec4 color;
/* Missing vertex group alert color. Uniform in practice. */
if (alert > 1.1) {
color = colorVertexMissingData;
}
/* Weights are available */
else {
float weight = weight_interp.x;
vec4 weight_color = texture(colorramp, weight, 0);
/* Contour display */
if (drawContours) {
/* This must be executed uniformly for all fragments */
float weight_gradient = length(vec2(dFdx(weight), dFdy(weight)));
vec4 grid = contour_grid(weight, weight_gradient);
weight_color = grid + weight_color * (1 - grid.a);
}
/* Zero weight alert color. Nonlinear blend to reduce impact. */
color = mix(weight_color, colorVertexUnreferenced, alert * alert);
}
/* mix with 1.0 -> is like opacity when using multiply blend mode */
fragColor = vec4(mix(vec3(1.0), color.rgb, opacity), 1.0);
}
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