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#ifndef USE_GPU_SHADER_CREATE_INFO
in float colorGradient;
in vec4 finalColor;
in float lineU;
flat in float lineLength;
flat in float dashFactor;
flat in float dashAlpha;
flat in int isMainLine;
out vec4 fragColor;
#endif
#define DASH_WIDTH 10.0
#define ANTIALIAS 1.0
#define MINIMUM_ALPHA 0.5
void main()
{
fragColor = finalColor;
if ((isMainLine != 0) && (dashFactor < 1.0)) {
float distance_along_line = lineLength * lineU;
float normalized_distance = fract(distance_along_line / DASH_WIDTH);
/* Checking if `normalized_distance <= dashFactor` is already enough for a basic
* dash, however we want to handle a nice antialias. */
float dash_center = DASH_WIDTH * dashFactor * 0.5;
float normalized_distance_triangle =
1.0 - abs((fract((distance_along_line - dash_center) / DASH_WIDTH)) * 2.0 - 1.0);
float t = ANTIALIAS / DASH_WIDTH;
float slope = 1.0 / (2.0 * t);
float unclamped_alpha = 1.0 - slope * (normalized_distance_triangle - dashFactor + t);
float alpha = max(dashAlpha, min(unclamped_alpha, 1.0));
fragColor.a *= alpha;
}
fragColor.a *= smoothstep(1.0, 0.1, abs(colorGradient));
}
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