// SPDX-FileCopyrightText: 2024 Erin Catto // SPDX-License-Identifier: MIT #version 330 uniform mat4 projectionMatrix; uniform float pixelScale; layout(location = 0) in vec2 v_localPosition; layout(location = 1) in vec4 v_instanceTransform; layout(location = 2) in vec4 v_instancePoints12; layout(location = 3) in vec4 v_instancePoints34; layout(location = 4) in vec4 v_instancePoints56; layout(location = 5) in vec4 v_instancePoints78; layout(location = 6) in int v_instanceCount; layout(location = 7) in float v_instanceRadius; layout(location = 8) in vec4 v_instanceColor; out vec2 f_position; out vec4 f_color; out vec2 f_points[8]; flat out int f_count; out float f_radius; out float f_thickness; void main() { f_position = v_localPosition; f_color = v_instanceColor; f_radius = v_instanceRadius; f_count = v_instanceCount; f_points[0] = v_instancePoints12.xy; f_points[1] = v_instancePoints12.zw; f_points[2] = v_instancePoints34.xy; f_points[3] = v_instancePoints34.zw; f_points[4] = v_instancePoints56.xy; f_points[5] = v_instancePoints56.zw; f_points[6] = v_instancePoints78.xy; f_points[7] = v_instancePoints78.zw; // Compute polygon AABB vec2 lower = f_points[0]; vec2 upper = f_points[0]; for (int i = 1; i < v_instanceCount; ++i) { lower = min(lower, f_points[i]); upper = max(upper, f_points[i]); } vec2 center = 0.5 * (lower + upper); vec2 width = upper - lower; float maxWidth = max(width.x, width.y); float scale = f_radius + 0.5 * maxWidth; float invScale = 1.0 / scale; // Shift and scale polygon points so they fit in 2x2 quad for (int i = 0; i < f_count; ++i) { f_points[i] = invScale * (f_points[i] - center); } // Scale radius as well f_radius = invScale * f_radius; // resolution.y = pixelScale * scale f_thickness = 3.0f / (pixelScale * scale); // scale up and transform quad to fit polygon float x = v_instanceTransform.x; float y = v_instanceTransform.y; float c = v_instanceTransform.z; float s = v_instanceTransform.w; vec2 p = vec2(scale * v_localPosition.x, scale * v_localPosition.y) + center; p = vec2((c * p.x - s * p.y) + x, (s * p.x + c * p.y) + y); gl_Position = projectionMatrix * vec4(p, 0.0f, 1.0f); }