// SPDX-FileCopyrightText: 2024 Erin Catto // SPDX-License-Identifier: MIT #version 330 in vec2 f_position; in vec4 f_color; in float f_thickness; out vec4 fragColor; // 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); cOut = cOut / alphaOut; return vec4(cOut, alphaOut); } void main() { // radius in unit quad float radius = 1.0; // distance to axis line segment vec2 e = vec2(radius, 0); vec2 w = f_position; float we = dot(w, e); vec2 b = w - e * clamp(we / dot(e, e), 0.0, 1.0); float da = length(b); // distance to circle float dw = length(w); float dc = abs(dw - radius); // union of circle and axis float d = min(da, dc); vec4 borderColor = f_color; vec4 fillColor = 0.6f * borderColor; // 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)); fragColor = blend_colors(front, back); }