// SPDX-FileCopyrightText: 2024 Erin Catto // SPDX-License-Identifier: MIT #version 330 in vec2 f_position; in vec2 f_points[8]; flat in int f_count; in float f_radius; 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); // remove alpha from rgb cOut = cOut / alphaOut; return vec4(cOut, alphaOut); } float cross2d(in vec2 v1, in vec2 v2) { return v1.x * v2.y - v1.y * v2.x; } // Signed distance function for convex polygon float sdConvexPolygon(in vec2 p, in vec2[8] v, in int count) { // Initial squared distance float d = dot(p - v[0], p - v[0]); // Consider query point inside to start float side = -1.0; int j = count - 1; for (int i = 0; i < count; ++i) { // Distance to a polygon edge vec2 e = v[i] - v[j]; vec2 w = p - v[j]; float we = dot(w, e); vec2 b = w - e * clamp(we / dot(e, e), 0.0, 1.0); float bb = dot(b, b); // Track smallest distance if (bb < d) { d = bb; } // If the query point is outside any edge then it is outside the entire polygon. // This depends on the CCW winding order of points. float s = cross2d(w, e); if (s >= 0.0) { side = 1.0; } j = i; } return side * sqrt(d); } void main() { vec4 borderColor = f_color; vec4 fillColor = 0.6f * borderColor; float dw = sdConvexPolygon(f_position, f_points, f_count); float d = abs(dw - f_radius); // roll the fill alpha down at the border vec4 back = vec4(fillColor.rgb, fillColor.a * smoothstep(f_radius + f_thickness, f_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); // todo debugging // float resy = 3.0f / f_thickness; // if (resy < 539.9f) // { // fragColor = vec4(1, 0, 0, 1); // } // else if (resy > 540.1f) // { // fragColor = vec4(0, 1, 0, 1); // } // else // { // fragColor = vec4(0, 0, 1, 1); // } }