diff options
Diffstat (limited to 'src/quick/scenegraph/shaders_ng/smoothtexture.vert')
-rw-r--r-- | src/quick/scenegraph/shaders_ng/smoothtexture.vert | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/src/quick/scenegraph/shaders_ng/smoothtexture.vert b/src/quick/scenegraph/shaders_ng/smoothtexture.vert new file mode 100644 index 0000000000..965c837852 --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/smoothtexture.vert @@ -0,0 +1,61 @@ +#version 440 + +layout(location = 0) in vec4 vertex; +layout(location = 1) in vec2 multiTexCoord; +layout(location = 2) in vec2 vertexOffset; +layout(location = 3) in vec2 texCoordOffset; + +layout(location = 0) out vec2 texCoord; +layout(location = 1) out float vertexOpacity; + +layout(std140, binding = 0) uniform buf { + mat4 qt_Matrix; + float opacity; + vec2 pixelSize; +} ubuf; + +out gl_PerVertex { vec4 gl_Position; }; + +void main() +{ + vec4 pos = ubuf.qt_Matrix * vertex; + gl_Position = pos; + texCoord = multiTexCoord; + + if (vertexOffset.x != 0.) { + vec4 delta = ubuf.qt_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; + texCoord.x += scale * texCoordOffset.x; + } + + if (vertexOffset.y != 0.) { + vec4 delta = ubuf.qt_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; + texCoord.y += scale * texCoordOffset.y; + } + + bool onEdge = any(notEqual(vertexOffset, vec2(0.))); + bool outerEdge = all(equal(texCoordOffset, vec2(0.))); + if (onEdge && outerEdge) + vertexOpacity = 0.; + else + vertexOpacity = ubuf.opacity; +} |