3b1b-manim/manimlib/shaders/quadratic_bezier_stroke_vert.glsl

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1.1 KiB
GLSL

#version 330
uniform mat4 to_screen_space;
uniform float focal_distance;
in vec3 point;
in vec3 prev_point;
in vec3 next_point;
in vec3 unit_normal;
in float stroke_width;
in vec4 color;
in float joint_type;
in float gloss;
in float shadow;
// Bezier control point
out vec3 bp;
out vec3 prev_bp;
out vec3 next_bp;
out vec3 v_global_unit_normal;
out float v_stroke_width;
out vec4 v_color;
out float v_joint_type;
out float v_gloss;
out float v_shadow;
const float STROKE_WIDTH_CONVERSION = 0.0025;
// 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 named file
#INSERT position_point_into_frame.glsl
void main(){
bp = position_point_into_frame(point);
prev_bp = position_point_into_frame(prev_point);
next_bp = position_point_into_frame(next_point);
v_global_unit_normal = normalize(position_point_into_frame(unit_normal));
v_stroke_width = STROKE_WIDTH_CONVERSION * stroke_width;
v_color = color;
v_joint_type = joint_type;
v_gloss = gloss;
v_shadow = shadow;
}