11 static constexpr
const char* vertex = R
"(uniform mat4 u_matrix;
13 uniform vec2 u_pixel_coord_upper;
14 uniform vec2 u_pixel_coord_lower;
17 layout (location = 0) in vec2 a_pos;
23 #ifndef HAS_UNIFORM_u_opacity
24 uniform lowp float u_opacity_t;
25 layout (location = 1) in lowp vec2 a_opacity;
26 out lowp float opacity;
28 uniform lowp float u_opacity;
30 #ifndef HAS_UNIFORM_u_pattern_from
31 uniform lowp float u_pattern_from_t;
32 layout (location = 2) in lowp vec4 a_pattern_from;
33 out lowp vec4 pattern_from;
35 uniform lowp vec4 u_pattern_from;
37 #ifndef HAS_UNIFORM_u_pattern_to
38 uniform lowp float u_pattern_to_t;
39 layout (location = 3) in lowp vec4 a_pattern_to;
40 out lowp vec4 pattern_to;
42 uniform lowp vec4 u_pattern_to;
46 #ifndef HAS_UNIFORM_u_opacity
47 opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
49 lowp float opacity = u_opacity;
51 #ifndef HAS_UNIFORM_u_pattern_from
52 pattern_from = a_pattern_from;
54 mediump vec4 pattern_from = u_pattern_from;
56 #ifndef HAS_UNIFORM_u_pattern_to
57 pattern_to = a_pattern_to;
59 mediump vec4 pattern_to = u_pattern_to;
62 vec2 pattern_tl_a = pattern_from.xy;
63 vec2 pattern_br_a = pattern_from.zw;
64 vec2 pattern_tl_b = pattern_to.xy;
65 vec2 pattern_br_b = pattern_to.zw;
67 float pixelRatio = u_scale.x;
68 float tileRatio = u_scale.y;
69 float fromScale = u_scale.z;
70 float toScale = u_scale.w;
72 gl_Position = u_matrix * vec4(a_pos, 0, 1);
74 vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
75 vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
77 v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, a_pos);
78 v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, a_pos);
80 v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
83 static constexpr
const char* fragment = R
"(
84 uniform vec2 u_texsize;
85 uniform sampler2D u_image;
92 #ifndef HAS_UNIFORM_u_opacity
93 in lowp float opacity;
95 uniform lowp float u_opacity;
97 #ifndef HAS_UNIFORM_u_pattern_from
98 in lowp vec4 pattern_from;
100 uniform lowp vec4 u_pattern_from;
102 #ifndef HAS_UNIFORM_u_pattern_to
103 in lowp vec4 pattern_to;
105 uniform lowp vec4 u_pattern_to;
109 #ifdef HAS_UNIFORM_u_opacity
110 lowp float opacity = u_opacity;
112 #ifdef HAS_UNIFORM_u_pattern_from
113 mediump vec4 pattern_from = u_pattern_from;
115 #ifdef HAS_UNIFORM_u_pattern_to
116 mediump vec4 pattern_to = u_pattern_to;
119 vec2 pattern_tl_a = pattern_from.xy;
120 vec2 pattern_br_a = pattern_from.zw;
121 vec2 pattern_tl_b = pattern_to.xy;
122 vec2 pattern_br_b = pattern_to.zw;
124 vec2 imagecoord = mod(v_pos_a, 1.0);
125 vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
126 vec4 color1 = texture(u_image, pos);
128 vec2 imagecoord_b = mod(v_pos_b, 1.0);
129 vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
130 vec4 color2 = texture(u_image, pos2);
132 // find distance to outline for alpha interpolation
134 float dist = length(v_pos - gl_FragCoord.xy);
135 float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
138 fragColor = mix(color1, color2, u_fade) * alpha * opacity;
140 #ifdef OVERDRAW_INSPECTOR
141 fragColor = vec4(1.0);
@ OpenGL
The OpenGL API backend.
BuiltIn
This enum is used with the ShaderSource template to select source code for the desired program and gr...
@ FillOutlinePatternProgram
Select shader source based on a program type and a desired graphics API.