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#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;
}
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