canvas/shaders.go

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package canvas
var imageVS = `
attribute vec2 vertex, texCoord;
uniform vec2 canvasSize;
varying vec2 v_texCoord;
void main() {
v_texCoord = texCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var imageFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform sampler2D image;
uniform float globalAlpha;
void main() {
vec4 col = texture2D(image, v_texCoord);
col.a *= globalAlpha;
gl_FragColor = col;
}`
var solidVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
void main() {
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var solidFS = `
#ifdef GL_ES
precision mediump float;
#endif
uniform vec4 color;
uniform float globalAlpha;
void main() {
vec4 col = color;
col.a *= globalAlpha;
gl_FragColor = col;
}`
var linearGradientVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var linearGradientFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform mat3 invmat;
uniform sampler2D gradient;
uniform vec2 from, dir;
uniform float len;
uniform float globalAlpha;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
vec2 v = untf.xy - from;
float r = dot(v, dir) / len;
r = clamp(r, 0.0, 1.0);
vec4 col = texture2D(gradient, vec2(r, 0.0));
col.a *= globalAlpha;
gl_FragColor = col;
}`
var radialGradientVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var radialGradientFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform mat3 invmat;
uniform sampler2D gradient;
uniform vec2 from, to, dir;
uniform float radFrom, radTo;
uniform float len;
uniform float globalAlpha;
bool isNaN(float v) {
return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
}
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
float o_a = 0.5 * sqrt(
pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*untf.x-2.0*to.x*untf.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*untf.y-2.0*to.y*untf.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
-4.0*(from.x*from.x-2.0*from.x*untf.x+untf.x*untf.x+from.y*from.y-2.0*from.y*untf.y+untf.y*untf.y-radFrom*radFrom)
*(from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo)
);
float o_b = (from.x*from.x-from.x*to.x-from.x*untf.x+to.x*untf.x+from.y*from.y-from.y*to.y-from.y*untf.y+to.y*untf.y-radFrom*radFrom+radFrom*radTo);
float o_c = (from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo);
float o1 = (-o_a + o_b) / o_c;
float o2 = (o_a + o_b) / o_c;
if (isNaN(o1) && isNaN(o2)) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
float o = max(o1, o2);
//float r = radFrom + o * (radTo - radFrom);
vec4 col = texture2D(gradient, vec2(o, 0.0));
col.a *= globalAlpha;
gl_FragColor = col;
}`
var imagePatternVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var imagePatternFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform vec2 imageSize;
uniform mat3 invmat;
uniform sampler2D image;
uniform float globalAlpha;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
vec4 col = texture2D(image, mod(untf.xy / imageSize, 1.0));
col.a *= globalAlpha;
gl_FragColor = col;
}`
var solidAlphaVS = `
attribute vec2 vertex, alphaTexCoord;
uniform vec2 canvasSize;
varying vec2 v_atc;
void main() {
v_atc = alphaTexCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var solidAlphaFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_atc;
uniform vec4 color;
uniform sampler2D alphaTex;
uniform float globalAlpha;
void main() {
vec4 col = color;
col.a *= texture2D(alphaTex, v_atc).a * globalAlpha;
gl_FragColor = col;
}`
var linearGradientAlphaVS = `
attribute vec2 vertex, alphaTexCoord;
uniform vec2 canvasSize;
varying vec2 v_cp;
varying vec2 v_atc;
void main() {
v_cp = vertex;
v_atc = alphaTexCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var linearGradientAlphaFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
varying vec2 v_atc;
varying vec2 v_texCoord;
uniform mat3 invmat;
uniform sampler2D gradient;
uniform vec2 from, dir;
uniform float len;
uniform sampler2D alphaTex;
uniform float globalAlpha;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
vec2 v = untf.xy - from;
float r = dot(v, dir) / len;
r = clamp(r, 0.0, 1.0);
vec4 col = texture2D(gradient, vec2(r, 0.0));
col.a *= texture2D(alphaTex, v_atc).a * globalAlpha;
gl_FragColor = col;
}`
var radialGradientAlphaVS = `
attribute vec2 vertex, alphaTexCoord;
uniform vec2 canvasSize;
varying vec2 v_cp;
varying vec2 v_atc;
void main() {
v_cp = vertex;
v_atc = alphaTexCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var radialGradientAlphaFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
varying vec2 v_atc;
uniform mat3 invmat;
uniform sampler2D gradient;
uniform vec2 from, to, dir;
uniform float radFrom, radTo;
uniform float len;
uniform sampler2D alphaTex;
uniform float globalAlpha;
bool isNaN(float v) {
return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
}
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
float o_a = 0.5 * sqrt(
pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*untf.x-2.0*to.x*untf.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*untf.y-2.0*to.y*untf.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
-4.0*(from.x*from.x-2.0*from.x*untf.x+untf.x*untf.x+from.y*from.y-2.0*from.y*untf.y+untf.y*untf.y-radFrom*radFrom)
*(from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo)
);
float o_b = (from.x*from.x-from.x*to.x-from.x*untf.x+to.x*untf.x+from.y*from.y-from.y*to.y-from.y*untf.y+to.y*untf.y-radFrom*radFrom+radFrom*radTo);
float o_c = (from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo);
float o1 = (-o_a + o_b) / o_c;
float o2 = (o_a + o_b) / o_c;
if (isNaN(o1) && isNaN(o2)) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
float o = max(o1, o2);
float r = radFrom + o * (radTo - radFrom);
vec4 col = texture2D(gradient, vec2(o, 0.0));
col.a *= texture2D(alphaTex, v_atc).a * globalAlpha;
gl_FragColor = col;
}`
var imagePatternAlphaVS = `
attribute vec2 vertex, alphaTexCoord;
uniform vec2 canvasSize;
varying vec2 v_cp;
varying vec2 v_atc;
void main() {
v_cp = vertex;
v_atc = alphaTexCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var imagePatternAlphaFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
varying vec2 v_atc;
uniform vec2 imageSize;
uniform mat3 invmat;
uniform sampler2D image;
uniform sampler2D alphaTex;
uniform float globalAlpha;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
vec4 col = texture2D(image, mod(untf.xy / imageSize, 1.0));
col.a *= texture2D(alphaTex, v_atc).a * globalAlpha;
gl_FragColor = col;
}`