2020-02-03 10:52:39 -08:00
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#version 330
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 5) out;
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2020-06-02 16:18:44 -07:00
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uniform float anti_alias_width;
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uniform vec2 pixel_shape;
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in vec3 verts[3];
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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;
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2020-05-31 17:02:05 -07:00
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out float fill_all;
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out float uv_anti_alias_width;
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out float orientation;
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// uv space is where the curve coincides with y = x^2
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out vec2 uv_coords;
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out float is_linear;
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2023-01-10 09:49:51 -08:00
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const float ANGLE_THRESHOLD = 1e-3;
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// Analog of import for manim only
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#INSERT get_gl_Position.glsl
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#INSERT get_xyz_to_uv.glsl
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#INSERT finalize_color.glsl
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2020-06-03 17:10:33 -07:00
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void emit_vertex_wrapper(vec3 point, int index, vec3 unit_normal){
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color = finalize_color(
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v_color[index],
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point,
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unit_normal
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);
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gl_Position = get_gl_Position(position_point_into_frame(point));
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EmitVertex();
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}
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void emit_simple_triangle(vec3 unit_normal){
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for(int i = 0; i < 3; i++){
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emit_vertex_wrapper(verts[i], i, unit_normal);
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}
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EndPrimitive();
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}
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2023-01-13 17:42:59 -08:00
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void emit_pentagon(
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// Triangle vertices
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vec3 p0,
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vec3 p1,
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vec3 p2,
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// Unit tangent vector
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vec3 t01,
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vec3 t12,
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vec3 unit_normal
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){
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// Vectors perpendicular to the curve in the plane of the curve
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// pointing outside the curve
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vec3 p0_perp = cross(t01, unit_normal);
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vec3 p2_perp = cross(t12, unit_normal);
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float angle = acos(clamp(dot(t01, t12), -1, 1));
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is_linear = float(angle < ANGLE_THRESHOLD);
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bool fill_inside = orientation > 0.0;
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float aaw = anti_alias_width * frame_shape.y / pixel_shape.y;
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vec3 corners[5] = vec3[5](p0, p0, p1, p2, p2);
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if(fill_inside || bool(is_linear)){
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// Add buffer outside the curve
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corners[0] += aaw * p0_perp;
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corners[2] += 0.5 * aaw * (p0_perp + p2_perp);
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corners[4] += aaw * p2_perp;
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}
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if(!fill_inside || bool(is_linear)){
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// Add buffer inside the curve
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corners[1] -= aaw * p0_perp;
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corners[3] -= aaw * p2_perp;
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}
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// Compute xy_to_uv matrix, and potentially re-evaluate bezier degree
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mat4 xyz_to_uv = get_xyz_to_uv(p0, p1, p2, is_linear, is_linear);
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uv_anti_alias_width = aaw * length(xyz_to_uv[0].xyz);
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2020-02-03 10:52:39 -08:00
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for(int i = 0; i < 5; i++){
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int j = int(sign(i - 1) + 1); // Maps i = [0, 1, 2, 3, 4] onto j = [0, 0, 1, 2, 2]
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vec3 corner = corners[i];
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uv_coords = (xyz_to_uv * vec4(corner, 1.0)).xy;
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emit_vertex_wrapper(corner, j, unit_normal);
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}
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EndPrimitive();
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}
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void main(){
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// If vert indices are sequential, don't fill all
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fill_all = float(
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(v_vert_index[1] - v_vert_index[0]) != 1.0 ||
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(v_vert_index[2] - v_vert_index[1]) != 1.0
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);
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vec3 p0 = verts[0];
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vec3 p1 = verts[1];
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vec3 p2 = verts[2];
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vec3 t01 = p1 - p0;
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vec3 t12 = p2 - p1;
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vec3 unit_normal = normalize(cross(t01, t12));
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if(bool(fill_all)){
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emit_simple_triangle(unit_normal);
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return;
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}
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orientation = v_orientation[1];
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emit_pentagon(
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p0, p1, p2,
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normalize(t01),
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normalize(t12),
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unit_normal
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);
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}
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