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/*
* Fragment Shader for dashed lines, with uniform multi-color(s), or any single-color, and any thickness.
*
* Dashed is performed in screen space.
*/
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. */
/* 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];
noperspective in float distance_along_line;
noperspective in vec4 color_geom;
out vec4 fragColor;
void main()
{
/* Multi-color option. */
if (num_colors > 0) {
/* Solid line case, simple. */
if (num_colors == 1) {
fragColor = colors[0];
}
/* Actually dashed line... */
else {
float normalized_distance = fract(distance_along_line / dash_width);
fragColor = colors[int(normalized_distance * num_colors)];
}
}
/* Single color option. */
else {
/* Solid line case, simple. */
if (dash_factor >= 1.0f) {
fragColor = color_geom;
}
/* Actually dashed line... */
else {
float normalized_distance = fract(distance_along_line / dash_width);
if (normalized_distance <= dash_factor) {
fragColor = color_geom;
}
else {
discard;
}
}
}
}
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