33 lines
1.1 KiB
GLSL
33 lines
1.1 KiB
GLSL
// pathfinder/shaders/gles2/direct-curve.fs.glsl
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//
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// Copyright (c) 2017 The Pathfinder Project Developers.
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//
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// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
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// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
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// option. This file may not be copied, modified, or distributed
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// except according to those terms.
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//! Implements the quadratic Loop-Blinn formulation to render curved parts of
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//! the mesh.
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//!
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//! This shader performs no antialiasing; if you want antialiased output from
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//! this shader, use MSAA with sample-level shading (GL 4.x) or else perform
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//! SSAA by rendering to a higher-resolution framebuffer and downsampling (GL
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//! 3.x and below).
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//!
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//! If you know your mesh has no curves (i.e. it consists solely of polygons),
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//! then you don't need to run this shader.
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precision highp float;
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varying vec4 vColor;
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varying vec2 vTexCoord;
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varying float vSign;
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void main() {
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float side = vTexCoord.x * vTexCoord.x - vTexCoord.y;
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float alpha = float(sign(side) == sign(vSign));
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gl_FragColor = alpha * vColor;
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}
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