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-rw-r--r--src/jogamp/graph/curve/opengl/shader/curverenderer01.fp99
1 files changed, 99 insertions, 0 deletions
diff --git a/src/jogamp/graph/curve/opengl/shader/curverenderer01.fp b/src/jogamp/graph/curve/opengl/shader/curverenderer01.fp
new file mode 100644
index 000000000..2b3a0ce1d
--- /dev/null
+++ b/src/jogamp/graph/curve/opengl/shader/curverenderer01.fp
@@ -0,0 +1,99 @@
+//#version 100
+
+uniform float p1y;
+uniform float g_alpha;
+uniform vec3 g_color;
+uniform float a_strength;
+
+varying vec2 v_texCoord;
+
+vec3 b_color = vec3(0.0, 0.0, 0.0);
+
+uniform sampler2D texture;
+vec4 weights = vec4(0.075, 0.06, 0.045, 0.025);
+
+void main (void)
+{
+ vec2 rtex = vec2(abs(v_texCoord.x),abs(v_texCoord.y));
+ vec3 c = g_color;
+
+ float alpha = 0.0;
+
+ if((v_texCoord.x == 0.0) && (v_texCoord.y == 0.0)){
+ alpha = g_alpha;
+ }
+ else if((v_texCoord.x >= 5.0)){
+ vec2 dfx = dFdx(v_texCoord);
+ vec2 dfy = dFdy(v_texCoord);
+
+ vec2 size = 1.0/textureSize(texture,0); //version 130
+ rtex -= 5.0;
+ vec4 t = texture2D(texture, rtex)* 0.18;
+
+ t += texture2D(texture, rtex + size*(vec2(1, 0)))*weights.x;
+ t += texture2D(texture, rtex - size*(vec2(1, 0)))*weights.x;
+ t += texture2D(texture, rtex + size*(vec2(0, 1)))*weights.x;
+ t += texture2D(texture, rtex - size*(vec2(0, 1)))*weights.x;
+
+ t += texture2D(texture, rtex + 2.0*size*(vec2(1, 0))) *weights.y;
+ t += texture2D(texture, rtex - 2.0*size*(vec2(1, 0)))*weights.y;
+ t += texture2D(texture, rtex + 2.0*size*(vec2(0, 1)))*weights.y;
+ t += texture2D(texture, rtex - 2.0*size*(vec2(0, 1)))*weights.y;
+
+ t += texture2D(texture, rtex + 3.0*size*(vec2(1, 0))) *weights.z;
+ t += texture2D(texture, rtex - 3.0*size*(vec2(1, 0)))*weights.z;
+ t += texture2D(texture, rtex + 3.0*size*(vec2(0, 1)))*weights.z;
+ t += texture2D(texture, rtex - 3.0*size*(vec2(0, 1)))*weights.z;
+
+ t += texture2D(texture, rtex + 4.0*size*(vec2(1, 0))) *weights.w;
+ t += texture2D(texture, rtex - 4.0*size*(vec2(1, 0)))*weights.w;
+ t += texture2D(texture, rtex + 4.0*size*(vec2(0, 1)))*weights.w;
+ t += texture2D(texture, rtex - 4.0*size*(vec2(0, 1)))*weights.w;
+
+ if(t.w == 0.0){
+ discard;
+ }
+
+ c = t.xyz;
+ alpha = g_alpha* t.w;
+ }
+ ///////////////////////////////////////////////////////////
+ else if ((v_texCoord.x > 0.0) && (rtex.y > 0.0 || rtex.x == 1.0)){
+ vec2 dtx = dFdx(rtex);
+ vec2 dty = dFdy(rtex);
+
+ rtex.y -= 0.1;
+ if(rtex.y < 0.0) {
+ if(v_texCoord.y < 0.0)
+ discard;
+ else{
+ rtex.y = 0.0;
+ }
+ }
+
+ vec2 f = vec2((dtx.y - 2.0*p1y*dtx.x + 4.0*p1y*rtex.x*dtx.x), (dty.y - 2.0*p1y*dty.x + 4.0*p1y*rtex.x*dty.x));
+
+ float position = rtex.y - ((2.0 * rtex.x * p1y) * (1.0 - rtex.x));
+ float d = position/(length(f));
+
+ float a = (0.5 - d * sign(v_texCoord.y));
+
+
+ if (a >= 1.0) {
+ alpha = g_alpha;
+ // c = vec3(1.0,1.0,1.0);
+ }
+ else if (a <= 0.0) {
+ alpha = 0.0;//discard;
+ // c = vec3(0.0,0.0,0.0);
+
+ }
+ else {
+ alpha = g_alpha*a;
+ // c = vec3(a,a,a);
+ mix(b_color,g_color, a);
+ }
+ }
+
+ gl_FragColor = vec4(c, alpha);
+}