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