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109
src/graphics/shaders/distance-fs.glsl
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109
src/graphics/shaders/distance-fs.glsl
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#version 300 es
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precision lowp float;
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#define LINE_COUNT {lineCount}
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#define BLOB_COUNT {blobCount}
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#define SURFACE_OFFSET 0.001
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uniform float maxMinDistance;
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uniform float distanceNdcPixelSize;
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in vec2 position;
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float smoothMin(float a, float b)
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{
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const float k = 2.0;
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a = pow(a, k);
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b = pow(b, k);
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return pow((a * b) / (a + b), 1.0 / k);
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}
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#if LINE_COUNT > 0
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uniform struct {
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vec2 from;
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vec2 toFromDelta;
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float fromRadius;
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float toRadius;
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}[LINE_COUNT] lines;
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void lineMinDistance(inout float minDistance, inout float color) {
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float myMinDistance = maxMinDistance;
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for (int i = 0; i < LINE_COUNT; i++) {
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vec2 targetFromDelta = position - lines[i].from;
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vec2 toFromDelta = lines[i].toFromDelta;
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float h = clamp(
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dot(targetFromDelta, toFromDelta) / dot(toFromDelta, toFromDelta),
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0.0, 1.0
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);
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float lineDistance = -mix(
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lines[i].fromRadius, lines[i].toRadius, h
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) + distance(
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targetFromDelta, toFromDelta * h
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);
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myMinDistance = min(myMinDistance, lineDistance);
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}
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color = mix(0.0, color, step(distanceNdcPixelSize + SURFACE_OFFSET, -myMinDistance));
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minDistance = -myMinDistance;
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}
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#endif
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#if BLOB_COUNT > 0
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uniform struct {
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vec2 headCenter;
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vec2 leftFootCenter;
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vec2 rightFootCenter;
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float headRadius;
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float footRadius;
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float k;
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}[BLOB_COUNT] blobs;
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float circleMinDistance(vec2 circleCenter, float radius) {
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return distance(position, circleCenter) - radius;
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}
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void blobMinDistance(inout float minDistance, inout float color) {
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for (int i = 0; i < BLOB_COUNT; i++) {
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float headDistance = circleMinDistance(blobs[i].headCenter, blobs[i].headRadius);
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float leftFootDistance = circleMinDistance(blobs[i].leftFootCenter, blobs[i].footRadius);
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float rightFootDistance = circleMinDistance(blobs[i].rightFootCenter, blobs[i].footRadius);
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float res = min(
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smoothMin(headDistance, leftFootDistance),
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smoothMin(headDistance, rightFootDistance)
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);
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res = min(100.0, headDistance);
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res = min(res, leftFootDistance);
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res = min(res, rightFootDistance);
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//color = mix(2.0, color, step(distanceUvPixelSize + SURFACE_OFFSET, res));
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minDistance = min(minDistance, res);
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color = mix(2.0, color, step(distanceNdcPixelSize + SURFACE_OFFSET, res));
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}
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}
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#endif
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out vec2 fragmentColor;
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void main() {
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float minDistance = -maxMinDistance;
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float color = 0.0;
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#if LINE_COUNT > 0
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lineMinDistance(minDistance, color);
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#endif
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#if BLOB_COUNT > 0
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blobMinDistance(minDistance, color);
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#endif
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// minDistance / 2.0: NDC to UV scale
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fragmentColor = vec2((minDistance - SURFACE_OFFSET) / 2.0, color);
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}
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