3b1b-manim/manimlib/shaders/quadratic_bezier_fill/geom.glsl
2023-01-24 13:29:34 -08:00

68 lines
1.7 KiB
GLSL

#version 330
layout (triangles) in;
layout (triangle_strip, max_vertices = 7) out;
uniform float anti_alias_width;
uniform float pixel_size;
uniform vec3 corner;
in vec3 verts[3];
in vec4 v_color[3];
in vec3 v_base_point[3];
in float v_vert_index[3];
out vec4 color;
out float orientation;
// uv space is where the curve coincides with y = x^2
out vec2 uv_coords;
// Analog of import for manim only
#INSERT get_gl_Position.glsl
#INSERT get_unit_normal.glsl
#INSERT finalize_color.glsl
void emit_vertex_wrapper(vec3 point, vec4 v_color, vec3 unit_normal){
color = finalize_color(v_color, point, unit_normal);
gl_Position = get_gl_Position(point);
EmitVertex();
}
void main(){
// We use the triangle strip primative, but
// actually only need every other strip element
if (int(v_vert_index[0]) % 2 == 1) return;
// Curves are marked as eneded when the handle after
// the first anchor is set equal to that anchor
if (verts[0] == verts[1]) return;
vec3 unit_normal = get_unit_normal(verts[0], verts[1], verts[2]);
// Emit main triangle
orientation = 0.0;
uv_coords = vec2(0.0);
emit_vertex_wrapper(verts[2], v_color[2], unit_normal);
emit_vertex_wrapper(v_base_point[0], v_color[1], unit_normal);
emit_vertex_wrapper(verts[0], v_color[0], unit_normal);
// Emit edge triangle
orientation = 1.0;
uv_coords = vec2(0, 0);
// Two dummies
emit_vertex_wrapper(verts[0], v_color[0], unit_normal);
emit_vertex_wrapper(verts[0], v_color[0], unit_normal);
// Inner corner
uv_coords = vec2(0.5, 0);
emit_vertex_wrapper(verts[1], v_color[1], unit_normal);
// Last corner
uv_coords = vec2(1.0, 1.0);
emit_vertex_wrapper(verts[2], v_color[2], unit_normal);
EndPrimitive();
}