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authorAlexandru Croitor <alexandru.croitor@qt.io>2019-07-11 14:51:40 +0200
committerAlexandru Croitor <alexandru.croitor@qt.io>2019-07-11 17:24:39 +0200
commit13374ceb165c44658aa97890c37b206859c9a31c (patch)
tree562362b196a459ee3449a5a1e60e5216a9dd6984 /src/quick/scenegraph/shaders_ng/smoothcolor.vert
parentae47deba4c943c496412530a8d2a5a688ae12038 (diff)
parentb5d18be5a03406d0aac83856dd41e1525fd14a28 (diff)
Merge remote-tracking branch 'origin/wip/qt6' into wip/cmake
Diffstat (limited to 'src/quick/scenegraph/shaders_ng/smoothcolor.vert')
-rw-r--r--src/quick/scenegraph/shaders_ng/smoothcolor.vert51
1 files changed, 51 insertions, 0 deletions
diff --git a/src/quick/scenegraph/shaders_ng/smoothcolor.vert b/src/quick/scenegraph/shaders_ng/smoothcolor.vert
new file mode 100644
index 0000000000..03a3ff8975
--- /dev/null
+++ b/src/quick/scenegraph/shaders_ng/smoothcolor.vert
@@ -0,0 +1,51 @@
+#version 440
+
+layout(location = 0) in vec4 vertex;
+layout(location = 1) in vec4 vertexColor;
+layout(location = 2) in vec4 vertexOffset;
+
+layout(location = 0) out vec4 color;
+
+layout(std140, binding = 0) uniform buf {
+ mat4 matrix;
+ vec2 pixelSize;
+ float opacity;
+} ubuf;
+
+out gl_PerVertex { vec4 gl_Position; };
+
+void main()
+{
+ vec4 pos = ubuf.matrix * vertex;
+ gl_Position = pos;
+
+ if (vertexOffset.x != 0.) {
+ vec4 delta = ubuf.matrix[0] * vertexOffset.x;
+ vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
+ vec2 ndir = .5 * ubuf.pixelSize * normalize(dir / ubuf.pixelSize);
+ dir -= ndir * delta.w * pos.w;
+ float numerator = dot(dir, ndir * pos.w * pos.w);
+ float scale = 0.0;
+ if (numerator < 0.0)
+ scale = 1.0;
+ else
+ scale = min(1.0, numerator / dot(dir, dir));
+ gl_Position += scale * delta;
+ }
+
+ if (vertexOffset.y != 0.) {
+ vec4 delta = ubuf.matrix[1] * vertexOffset.y;
+ vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
+ vec2 ndir = .5 * ubuf.pixelSize * normalize(dir / ubuf.pixelSize);
+ dir -= ndir * delta.w * pos.w;
+ float numerator = dot(dir, ndir * pos.w * pos.w);
+ float scale = 0.0;
+ if (numerator < 0.0)
+ scale = 1.0;
+ else
+ scale = min(1.0, numerator / dot(dir, dir));
+ gl_Position += scale * delta;
+ }
+
+ color = vertexColor * ubuf.opacity;
+}