canvas/backend/goglbackend/shaders.go
2020-03-22 11:52:35 +01:00

158 lines
3.7 KiB
Go
Executable file

package goglbackend
var unifiedVS = `
attribute vec2 vertex, texCoord;
uniform vec2 canvasSize;
uniform mat3 matrix;
varying vec2 v_cp, v_tc;
void main() {
v_tc = texCoord;
vec3 v = matrix * vec3(vertex.xy, 1.0);
vec2 tf = v.xy / v.z;
v_cp = tf;
vec2 glp = tf * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}
`
var unifiedFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp, v_tc;
uniform int func;
uniform vec4 color;
uniform float globalAlpha;
uniform sampler2D gradient;
uniform vec2 from, dir, to;
uniform float len, radFrom, radTo;
uniform vec2 imageSize;
uniform sampler2D image;
uniform mat3 imageTransform;
uniform vec2 repeat;
uniform bool useAlphaTex;
uniform sampler2D alphaTex;
uniform int boxSize;
uniform bool boxVertical;
uniform float boxScale;
uniform float boxOffset;
bool isNaN(float v) {
return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
}
void main() {
vec4 col = color;
if (func == 5) {
vec4 sum = vec4(0.0);
if (boxVertical) {
vec2 start = v_tc - vec2(0.0, (float(boxSize) * 0.5 + boxOffset) * boxScale);
for (int i=0; i <= boxSize; i++) {
sum += texture2D(image, start + vec2(0.0, float(i) * boxScale));
}
} else {
vec2 start = v_tc - vec2((float(boxSize) * 0.5 + boxOffset) * boxScale, 0.0);
for (int i=0; i <= boxSize; i++) {
sum += texture2D(image, start + vec2(float(i) * boxScale, 0.0));
}
}
gl_FragColor = sum / float(boxSize+1);
return;
}
if (func == 1) {
vec2 v = v_cp - from;
float r = dot(v, dir) / len;
r = clamp(r, 0.0, 1.0);
col = texture2D(gradient, vec2(r, 0.0));
} else if (func == 2) {
float o_a = 0.5 * sqrt(
pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*v_cp.x-2.0*to.x*v_cp.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*v_cp.y-2.0*to.y*v_cp.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
-4.0*(from.x*from.x-2.0*from.x*v_cp.x+v_cp.x*v_cp.x+from.y*from.y-2.0*from.y*v_cp.y+v_cp.y*v_cp.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*v_cp.x+to.x*v_cp.x+from.y*from.y-from.y*to.y-from.y*v_cp.y+to.y*v_cp.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);
o = clamp(o, 0.0, 1.0);
col = texture2D(gradient, vec2(o, 0.0));
} else if (func == 3) {
vec3 tfpt = vec3(v_cp, 1.0) * imageTransform;
vec2 imgpt = tfpt.xy / imageSize;
col = texture2D(image, mod(imgpt, 1.0));
if (imgpt.x < 0.0 || imgpt.x > 1.0) {
col *= repeat.x;
}
if (imgpt.y < 0.0 || imgpt.y > 1.0) {
col *= repeat.y;
}
} else if (func == 4) {
col = texture2D(image, v_tc);
}
if (useAlphaTex) {
col.a *= texture2D(alphaTex, v_tc).a * globalAlpha;
} else {
col.a *= globalAlpha;
}
gl_FragColor = col;
}
`
const (
shdFuncSolid int32 = iota
shdFuncLinearGradient
shdFuncRadialGradient
shdFuncImagePattern
shdFuncImage
shdFuncBoxBlur
)
type unifiedShader struct {
shaderProgram
Vertex uint32
TexCoord uint32
CanvasSize int32
Matrix int32
Color int32
GlobalAlpha int32
Func int32
UseAlphaTex int32
AlphaTex int32
Gradient int32
From, To, Dir int32
Len int32
RadFrom, RadTo int32
ImageSize int32
Image int32
ImageTransform int32
Repeat int32
BoxSize int32
BoxVertical int32
BoxScale int32
BoxOffset int32
}