#version 330 uniform vec3 light_source_position; uniform mat4 to_screen_space; in vec4 color; in float fill_all; // Either 0 or 1e in float uv_anti_alias_width; in vec3 xyz_coords; in vec3 global_unit_normal; in float orientation; in vec2 uv_coords; in vec2 uv_b2; in float bezier_degree; in float gloss; out vec4 frag_color; // Needed for quadratic_bezier_distance insertion below float modify_distance_for_endpoints(vec2 p, float dist, float t){ return dist; } // To my knowledge, there is no notion of #include for shaders, // so to share functionality between this and others, the caller // replaces this line with the contents of quadratic_bezier_sdf.glsl #INSERT quadratic_bezier_distance.glsl #INSERT add_light.glsl 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]); } // For flat-ish curves, take the curve else if(abs(v2 / u2) < 0.5 * uv_anti_alias_width){ return min_dist_to_curve(uv_coords, uv_b2, bezier_degree); } // I know, I don't love this amount of arbitrary-seeming branching either, // but a number of strange dimples and bugs pop up otherwise. // This converts uv_coords to yet another space where the bezier points sit on // (0, 0), (1/2, 0) and (1, 1), so that the curve can be expressed implicityly // as y = x^2. mat2 to_simple_space = mat2( v2, 0, 2 - u2, 4 * v2 ); vec2 p = to_simple_space * uv_coords; // Sign takes care of whether we should be filling the inside or outside of curve. float sn = orientation * sign(v2); float Fp = sn * (p.x * p.x - p.y); vec2 grad = vec2( -2 * p.x * v2, // del C / del u 4 * v2 - 4 * p.x * (2 - u2) // del C / del v ); return Fp / length(grad); } void main() { if (color.a == 0) discard; frag_color = add_light(color, xyz_coords, global_unit_normal, light_source_position, gloss); if (fill_all == 1.0) return; frag_color.a *= smoothstep(1, 0, sdf() / uv_anti_alias_width); }