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/**
* 2D Quadratic Bezier thick line drawing
*/
#define MID_VERTEX 65
/* u is position along the curve, defining the tangent space.
* v is "signed" distance (compressed to [0..1] range) from the pos in expand direction */
in vec2 uv;
in vec2 pos; /* verts position in the curve tangent space */
in vec2 expand;
#ifdef USE_INSTANCE
/* Instance attrs. */
in vec2 P0;
in vec2 P1;
in vec2 P2;
in vec2 P3;
in ivec4 colid_doarrow;
in ivec2 domuted;
in float dim_factor;
in float thickness;
in float dash_factor;
uniform vec4 colors[6];
# define colStart colors[colid_doarrow[0]]
# define colEnd colors[colid_doarrow[1]]
# define colShadow colors[colid_doarrow[2]]
# define doArrow (colid_doarrow[3] != 0)
# define doMuted (domuted[0] != 0)
#else
/* Single curve drawcall, use uniform. */
uniform vec2 bezierPts[4];
# define P0 bezierPts[0]
# define P1 bezierPts[1]
# define P2 bezierPts[2]
# define P3 bezierPts[3]
uniform vec4 colors[3];
uniform bool doArrow;
uniform bool doMuted;
uniform float dim_factor;
uniform float thickness;
uniform float dash_factor;
# define colShadow colors[0]
# define colStart colors[1]
# define colEnd colors[2]
#endif
uniform float expandSize;
uniform float arrowSize;
uniform mat4 ModelViewProjectionMatrix;
out float colorGradient;
out vec4 finalColor;
out float lineU;
flat out float lineLength;
flat out float dashFactor;
flat out int isMainLine;
void main(void)
{
/* Parameters for the dashed line. */
isMainLine = expand.y != 1.0 ? 0 : 1;
dashFactor = dash_factor;
/* Approximate line length, no need for real bezier length calculation. */
lineLength = distance(P0, P3);
/* TODO: Incorrect U, this leads to non-uniform dash distribution. */
lineU = uv.x;
float t = uv.x;
float t2 = t * t;
float t2_3 = 3.0 * t2;
float one_minus_t = 1.0 - t;
float one_minus_t2 = one_minus_t * one_minus_t;
float one_minus_t2_3 = 3.0 * one_minus_t2;
vec2 point = (P0 * one_minus_t2 * one_minus_t + P1 * one_minus_t2_3 * t +
P2 * t2_3 * one_minus_t + P3 * t2 * t);
vec2 tangent = ((P1 - P0) * one_minus_t2_3 + (P2 - P1) * 6.0 * (t - t2) + (P3 - P2) * t2_3);
/* tangent space at t */
tangent = normalize(tangent);
vec2 normal = tangent.yx * vec2(-1.0, 1.0);
/* Position vertex on the curve tangent space */
point += (pos.x * tangent + pos.y * normal) * arrowSize;
gl_Position = ModelViewProjectionMatrix * vec4(point, 0.0, 1.0);
vec2 exp_axis = expand.x * tangent + expand.y * normal;
/* rotate & scale the expand axis */
exp_axis = ModelViewProjectionMatrix[0].xy * exp_axis.xx +
ModelViewProjectionMatrix[1].xy * exp_axis.yy;
float expand_dist = (uv.y * 2.0 - 1.0);
colorGradient = expand_dist;
if (gl_VertexID < MID_VERTEX) {
/* Shadow pass */
finalColor = colShadow;
}
else {
/* Second pass */
finalColor = mix(colStart, colEnd, uv.x);
expand_dist *= 0.5;
if (doMuted) {
finalColor[3] = 0.65;
}
}
finalColor[3] *= dim_factor;
/* Expand into a line */
gl_Position.xy += exp_axis * expandSize * expand_dist * thickness;
/* If the link is not muted or is not a reroute arrow the points are squashed to the center of
* the line. Magic numbers are defined in drawnode.c */
if ((expand.x == 1.0 && !doMuted) ||
(expand.y != 1.0 && (pos.x < 0.70 || pos.x > 0.71) && !doArrow)) {
gl_Position.xy *= 0.0;
}
}
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