#version 300 es precision mediump float; const float smoothing = 10.0; const float inf = 1000000.0; const float pi = atan(1.0) * 4.0; float interpolate(float from, float to, float quotient) { float steppedQ = sin(quotient * pi - pi * 0.5) * 0.5 + 0.5; return from + (to - from) * clamp(steppedQ, 0.0, 1.0); } vec2 rotate90deg(in vec2 vector) { return vec2(-vector.y, vector.x); } struct Line { vec2 a; vec2 b; vec2 normal; bool isLineEnd; }[16] lines; float lineDistance(in vec2 position, in Line line, out float h) { vec2 pa = position - line.a, ba = line.b - line.a; h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); vec2 delta = pa - ba*h; // sign can return 0, double sign prevents this float side = sign(sign(dot(delta, line.normal)) - 0.5); return length(delta) * side; } Line endDummyLineFromLine(Line line) { return Line(line.b, line.b + rotate90deg(line.normal), line.normal, false); } float getDistance(in vec2 target) { float minDistance = inf; float leftJoinAcuteness = 0.0; vec2 splitterLineNormalStart = vec2(-1.0, 0.0); bool skipDistanceToPrevious = true; for (int i = 0; i < lines.length(); i++) { Line current = lines[i]; Line next; if (current.isLineEnd || i + 1 == lines.length()) { next = endDummyLineFromLine(current); } else { next = lines[i + 1]; } vec2 splitterLineNormalEnd = rotate90deg(normalize(current.normal + next.normal)); float h; float distanceToCurrent = lineDistance(target, current, h); float rightJoinAcuteness = dot(next.b - current.a, next.normal - current.normal); distanceToCurrent -= interpolate( sign(leftJoinAcuteness) * smoothing, sign(rightJoinAcuteness) * smoothing, h ); leftJoinAcuteness = rightJoinAcuteness; if ( !( dot(target - current.a, splitterLineNormalStart * -sign(dot(current.b - current.a, splitterLineNormalStart))) > 0.0 || dot(target - current.b, splitterLineNormalEnd * sign(dot(current.a - current.b, splitterLineNormalEnd))) <= 0.0 ) && abs(distanceToCurrent) < abs(minDistance) ) { minDistance = distanceToCurrent; } splitterLineNormalStart = splitterLineNormalEnd; } return minDistance; } void createWorld() { lines[0] = Line(vec2(0.0, 300.0), vec2(550.0, 140.0), vec2(1.0), false); lines[1] = Line(vec2(550.0, 140.0), vec2(750.0, 130.0), vec2(1.0), false); lines[2] = Line(vec2(750.0, 130.0), vec2(650.0, 230.0), vec2(1.0), false); lines[3] = Line(vec2(650.0, 230.0), vec2(850.0, 230.0), vec2(1.0), false); lines[4] = Line(vec2(850.0, 230.0), vec2(800.0, 150.0), vec2(1.0), false); lines[5] = Line(vec2(800.0, 150.0), vec2(1000.0, 120.0), vec2(1.0), false); lines[6] = Line(vec2(1000.0, 120.0), vec2(1150, 120.0), vec2(1.0), false); lines[7] = Line(vec2(1150, 120.0), vec2(10200, 350.0), vec2(1.0), true); lines[8] = Line(vec2(0.0, 600.0), vec2(550.0, 440.0), vec2(-1.0), false); lines[9] = Line(vec2(550.0, 440.0), vec2(750.0, 430.0), vec2(-1.0), false); lines[10] = Line(vec2(750.0, 430.0), vec2(650.0, 530.0), vec2(-1.0), false); lines[11] = Line(vec2(650.0, 530.0), vec2(850.0, 530.0), vec2(-1.0), false); lines[12] = Line(vec2(850.0, 530.0), vec2(820.0, 450.0), vec2(-1.0), false); lines[13] = Line(vec2(820.0, 450.0), vec2(1000.0, 420.0), vec2(-1.0), false); lines[14] = Line(vec2(1000.0, 420.0), vec2(1150, 420.0), vec2(-1.0), false); lines[15] = Line(vec2(1150, 420.0), vec2(10200, 650.0), vec2(-1.0), true); for (int i = 0; i < lines.length(); i++) { vec2 tangent = lines[i].b - lines[i].a; lines[i].normal = normalize( vec2(-lines[i].normal.x * tangent.y, lines[i].normal.x * tangent.x) ); } } uniform vec2 cameraPosition; uniform vec2 viewBoxSize; uniform vec2 resolution; out vec4 fragmentColor; void main() { createWorld(); vec2 pixelPosition = gl_FragCoord.xy + vec2(0.5); vec2 position = pixelPosition / resolution * viewBoxSize + cameraPosition; //fragmentColor = getDistance(position) > 0.0 ? vec4(0.0, 0.0, 0.0, 0.0) : vec4(0.0, 0.0, 0.0, 1.0); fragmentColor = vec4(vec3(1.0) * clamp(0.0, 1.0, getDistance(position)), 1.0); }