sdf-2d/src/graphics/shaders/distance-fs.glsl
schmelczerandras 77bde04db3 Add files
2020-09-15 10:08:16 +02:00

109 lines
3 KiB
GLSL

#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);
}