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// Draw dashed lines, perforated in screen space.
#if __VERSION__ == 120
noperspective varying float distance_along_line;
#define fragColor gl_FragColor
#else
noperspective in float distance_along_line;
out vec4 fragColor;
#endif
uniform float dash_width;
/* Simple mode, discarding non-dash parts (so no need for blending at all). */
uniform float dash_factor; /* if > 1.0, solid line. */
uniform vec4 color;
/* More advanced mode, allowing for complex, multi-colored patterns. Enabled when num_colors > 0. */
/* Note: max number of steps/colors in pattern is 32! */
uniform int num_colors; /* Enabled if > 0, 1 for solid line. */
uniform vec4 colors[32];
void main()
{
/* Solid line cases, simple. */
if (num_colors == 1) {
fragColor = colors[0];
}
else if (dash_factor >= 1.0f) {
fragColor = color;
}
else {
/* Actually dashed line... */
float normalized_distance = fract(distance_along_line / dash_width);
if (num_colors > 0) {
fragColor = colors[int(normalized_distance * num_colors)];
}
else {
if (normalized_distance <= dash_factor) {
fragColor = color;
}
else {
discard;
}
}
}
}
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