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

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#version 330
#INSERT camera_uniform_declarations.glsl
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in vec4 color;
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in float fill_all; // Either 0 or 1
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in float uv_anti_alias_width;
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in vec3 xyz_coords;
in float orientation;
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in vec2 uv_coords;
in vec2 uv_b2;
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in vec2 simp_coords;
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in float bezier_degree;
out vec4 frag_color;
#INSERT quadratic_bezier_distance.glsl
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float sdf(){
if(bezier_degree < 2){
return abs(uv_coords[1]);
}
float u2 = uv_b2.x;
float v2 = uv_b2.y;
// For really flat curves, just take the distance to x-axis
if(abs(v2 / u2) < 0.1 * uv_anti_alias_width){
return abs(uv_coords[1]);
}
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vec2 p = simp_coords;
float Fp = (p.x * p.x - p.y);
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// Sign takes care of whether we should be filling the inside or outside of curve.
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float sgn = orientation * sign(v2);
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if(sgn * Fp <= 0){
return 0.0;
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}else{
return min_dist_to_curve(uv_coords, uv_b2, bezier_degree);
}
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}
void main() {
if (color.a == 0) discard;
frag_color = color;
if (fill_all == 1.0) return;
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frag_color.a *= smoothstep(1, 0, sdf() / uv_anti_alias_width);
}