// SPDX-FileCopyrightText: 2024 Erin Catto // SPDX-License-Identifier: MIT #version 330 in vec2 f_position; in vec4 f_color; in float f_length; in float f_thickness; out vec4 color; // Thanks to baz and kolyan3040 for help on this shader // todo this can be optimized a bit, keeping some terms for clarity // https://en.wikipedia.org/wiki/Alpha_compositing vec4 blend_colors(vec4 front,vec4 back) { vec3 cSrc = front.rgb; float alphaSrc = front.a; vec3 cDst = back.rgb; float alphaDst = back.a; vec3 cOut = cSrc * alphaSrc + cDst * alphaDst * (1.0 - alphaSrc); float alphaOut = alphaSrc + alphaDst * (1.0 - alphaSrc); // remove alpha from rgb cOut = cOut / alphaOut; return vec4(cOut, alphaOut); } void main() { // radius in unit quad float radius = 0.5 * (2.0 - f_length); vec4 borderColor = f_color; vec4 fillColor = 0.6f * borderColor; vec2 v1 = vec2(-0.5 * f_length, 0); vec2 v2 = vec2(0.5 * f_length, 0); // distance to line segment vec2 e = v2 - v1; vec2 w = f_position - v1; float we = dot(w, e); vec2 b = w - e * clamp(we / dot(e, e), 0.0, 1.0); float dw = length(b); // SDF union of capsule and line segment float d = min(dw, abs(dw - radius)); // roll the fill alpha down at the border vec4 back = vec4(fillColor.rgb, fillColor.a * smoothstep(radius + f_thickness, radius, dw)); // roll the border alpha down from 1 to 0 across the border thickness vec4 front = vec4(borderColor.rgb, smoothstep(f_thickness, 0.0f, d)); color = blend_colors(front, back); }