canvas/backend/goglbackend/shaders.go
2020-02-11 14:51:24 +01:00

231 lines
5.3 KiB
Go
Executable file

package goglbackend
import (
"bytes"
"fmt"
"strings"
)
var unifiedVS = `
attribute vec2 vertex, texCoord;
uniform vec2 canvasSize;
varying vec2 v_cp, v_tc;
void main() {
v_tc = texCoord;
v_cp = vertex;
vec2 glp = vertex * 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 vec4 color;
uniform float globalAlpha;
uniform bool useLinearGradient;
uniform bool useRadialGradient;
uniform sampler2D gradient;
uniform vec2 from, dir, to;
uniform float len, radFrom, radTo;
uniform bool useImagePattern;
uniform vec2 imageSize;
uniform sampler2D image;
uniform mat3 imageTransform;
uniform vec2 repeat;
uniform bool useAlphaTex;
uniform sampler2D alphaTex;
uniform bool useImage;
bool isNaN(float v) {
return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
}
void main() {
vec4 col = color;
if (useLinearGradient) {
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 (useRadialGradient) {
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 (useImagePattern) {
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 (useImage) {
col = texture2D(image, v_tc);
}
if (useAlphaTex) {
col.a *= texture2D(alphaTex, v_tc).a * globalAlpha;
} else {
col.a *= globalAlpha;
}
gl_FragColor = col;
}
`
var gaussian15VS = `
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 gaussian15FS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform vec2 kernelScale;
uniform sampler2D image;
uniform float kernel[15];
void main() {
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
_SUM_
gl_FragColor = color;
}`
var gaussian63VS = `
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 gaussian63FS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform vec2 kernelScale;
uniform sampler2D image;
uniform float kernel[63];
void main() {
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
_SUM_
gl_FragColor = color;
}`
var gaussian127VS = `
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 gaussian127FS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform vec2 kernelScale;
uniform sampler2D image;
uniform float kernel[127];
void main() {
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
_SUM_
gl_FragColor = color;
}`
func init() {
fstr := "\tcolor += texture2D(image, v_texCoord + vec2(%.1f * kernelScale.x, %.1f * kernelScale.y)) * kernel[%d];\n"
bb := bytes.Buffer{}
for i := 0; i < 127; i++ {
off := float64(i) - 63
fmt.Fprintf(&bb, fstr, off, off, i)
}
gaussian127FS = strings.Replace(gaussian127FS, "_SUM_", bb.String(), -1)
bb.Reset()
for i := 0; i < 63; i++ {
off := float64(i) - 31
fmt.Fprintf(&bb, fstr, off, off, i)
}
gaussian63FS = strings.Replace(gaussian63FS, "_SUM_", bb.String(), -1)
bb.Reset()
for i := 0; i < 15; i++ {
off := float64(i) - 7
fmt.Fprintf(&bb, fstr, off, off, i)
}
gaussian15FS = strings.Replace(gaussian15FS, "_SUM_", bb.String(), -1)
}
type unifiedShader struct {
shaderProgram
Vertex uint32
TexCoord uint32
CanvasSize int32
Color int32
GlobalAlpha int32
UseAlphaTex int32
AlphaTex int32
UseLinearGradient int32
UseRadialGradient int32
Gradient int32
From, To, Dir int32
Len int32
RadFrom, RadTo int32
UseImagePattern int32
ImageSize int32
Image int32
ImageTransform int32
Repeat int32
UseImage int32
}
type gaussianShader struct {
shaderProgram
Vertex uint32
TexCoord uint32
CanvasSize int32
KernelScale int32
Image int32
Kernel int32
}