3b1b-manim/manimlib/shaders/quadratic_bezier_fill/geom.glsl

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#version 330
layout (triangles) in;
layout (triangle_strip, max_vertices = 5) out;
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uniform float anti_alias_width;
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// Needed for get_gl_Position
uniform vec2 frame_shape;
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uniform float focal_distance;
uniform float is_fixed_in_frame;
// Needed for finalize_color
uniform vec3 light_source_position;
uniform vec3 camera_position;
uniform float reflectiveness;
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uniform float gloss;
uniform float shadow;
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in vec3 bp[3];
in float v_orientation[3];
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in vec4 v_color[3];
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in float v_vert_index[3];
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out vec4 color;
out float fill_all;
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out float uv_anti_alias_width;
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out vec3 xyz_coords;
out float orientation;
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// uv space is where b0 = (0, 0), b1 = (1, 0), and transform is orthogonal
out vec2 uv_coords;
out vec2 uv_b2;
out float bezier_degree;
vec3 unit_normal;
// Analog of import for manim only
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#INSERT quadratic_bezier_geometry_functions.glsl
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#INSERT get_gl_Position.glsl
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#INSERT get_unit_normal.glsl
#INSERT finalize_color.glsl
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void emit_vertex_wrapper(vec3 point, int index){
color = finalize_color(
v_color[index],
point,
unit_normal,
light_source_position,
camera_position,
reflectiveness,
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gloss,
shadow
);
xyz_coords = point;
gl_Position = get_gl_Position(xyz_coords);
EmitVertex();
}
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void emit_simple_triangle(){
for(int i = 0; i < 3; i++){
emit_vertex_wrapper(bp[i], i);
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}
EndPrimitive();
}
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void emit_pentagon(vec3[3] points, vec3 normal){
vec3 p0 = points[0];
vec3 p1 = points[1];
vec3 p2 = points[2];
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// Tangent vectors
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vec3 t01 = normalize(p1 - p0);
vec3 t12 = normalize(p2 - p1);
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// Vectors perpendicular to the curve in the plane of the curve pointing outside the curve
vec3 p0_perp = cross(t01, normal);
vec3 p2_perp = cross(t12, normal);
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bool fill_inside = orientation > 0.0;
float aaw = anti_alias_width;
vec3 corners[5];
if(bezier_degree == 1.0){
// For straight lines, buff out in both directions
corners = vec3[5](
p0 + aaw * p0_perp,
p0 - aaw * p0_perp,
p1 + 0.5 * aaw * (p0_perp + p2_perp),
p2 - aaw * p2_perp,
p2 + aaw * p2_perp
);
} else if(fill_inside){
// If curved, and filling insight, just buff out away interior
corners = vec3[5](
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p0 + aaw * p0_perp,
p0,
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p1 + 0.5 * aaw * (p0_perp + p2_perp),
p2,
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p2 + aaw * p2_perp
);
}else{
corners = vec3[5](
p0,
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p0 - aaw * p0_perp,
p1,
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p2 - aaw * p2_perp,
p2
);
}
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mat4 xyz_to_uv = get_xyz_to_uv(p0, p1, normal);
uv_b2 = (xyz_to_uv * vec4(p2, 1)).xy;
uv_anti_alias_width = anti_alias_width / length(p1 - p0);
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for(int i = 0; i < 5; i++){
vec3 corner = corners[i];
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uv_coords = (xyz_to_uv * vec4(corner, 1)).xy;
int j = int(sign(i - 1) + 1); // Maps i = [0, 1, 2, 3, 4] onto j = [0, 0, 1, 2, 2]
emit_vertex_wrapper(corner, j);
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}
EndPrimitive();
}
void main(){
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// If vert indices are sequential, don't fill all
fill_all = float(
(v_vert_index[1] - v_vert_index[0]) != 1.0 ||
(v_vert_index[2] - v_vert_index[1]) != 1.0
);
if(fill_all == 1.0){
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emit_simple_triangle();
return;
}
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vec3 new_bp[3];
bezier_degree = get_reduced_control_points(vec3[3](bp[0], bp[1], bp[2]), new_bp);
unit_normal = get_unit_normal(new_bp);
orientation = v_orientation[0];
if(bezier_degree >= 1){
emit_pentagon(new_bp, unit_normal);
}
// Don't emit any vertices for bezier_degree 0
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}