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75 lines
1.8 KiB
GLSL
75 lines
1.8 KiB
GLSL
#version 330
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 6) out;
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in vec3 verts[3];
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in vec4 v_color[3];
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in vec3 v_base_normal[3];
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in int v_vert_index[3];
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out vec4 color;
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out float fill_all;
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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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// A quadratic bezier curve with these points coincides with y = x^2
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const vec2 SIMPLE_QUADRATIC[3] = vec2[3](
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vec2(0.0, 0.0),
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vec2(0.5, 0),
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vec2(1.0, 1.0)
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);
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// Analog of import for manim only
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#INSERT emit_gl_Position.glsl
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#INSERT finalize_color.glsl
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void emit_triangle(vec3 points[3], vec4 v_color[3], vec3 unit_normal){
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orientation = sign(determinant(mat3(
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unit_normal,
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points[1] - points[0],
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points[2] - points[0]
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)));
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for(int i = 0; i < 3; i++){
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uv_coords = SIMPLE_QUADRATIC[i];
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color = finalize_color(v_color[i], points[i], unit_normal);
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emit_gl_Position(points[i]);
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EmitVertex();
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}
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EndPrimitive();
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}
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void main(){
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// Vector graphic shaders use TRIANGLE_STRIP, but only
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// every other one needs to be rendered
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if (v_vert_index[0] % 2 != 0) return;
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// Curves are marked as ended when the handle after
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// the first anchor is set equal to that anchor
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if (verts[0] == verts[1]) return;
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// Check zero fill
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if (vec3(v_color[0].a, v_color[1].a, v_color[2].a) == vec3(0.0, 0.0, 0.0)) return;
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vec3 base_point = v_base_normal[0];
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vec3 unit_normal = v_base_normal[1];
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// Emit main triangle
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fill_all = 1.0;
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emit_triangle(
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vec3[3](base_point, verts[0], verts[2]),
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vec4[3](v_color[1], v_color[0], v_color[2]),
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unit_normal
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);
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// Edge triangle
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fill_all = 0.0;
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emit_triangle(
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vec3[3](verts[0], verts[1], verts[2]),
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vec4[3](v_color[0], v_color[1], v_color[2]),
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unit_normal
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);
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}
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