tweak line drawing
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@@ -16,26 +16,60 @@
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package org.mapsforge.android.glrenderer;
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class Shaders {
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final static String gLineVertexShader = "" + "precision mediump float; \n" + "uniform mat4 u_center;"
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+ "uniform float u_width;" + "attribute vec4 a_position;" + "attribute vec2 a_st;" + "varying vec2 v_st;"
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+ "void main() {" + " gl_Position = u_center * a_position;" + " v_st = a_st;" + "}";
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final static String gLineVertexShader = ""
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+ "precision highp float; \n"
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+ "uniform mat4 u_center;"
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+ "uniform float u_width;"
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+ "attribute vec4 a_position;"
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+ "attribute vec2 a_st;"
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+ "varying vec2 v_st;"
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+ "void main() {"
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+ " gl_Position = u_center * a_position;"
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+ " v_st = a_st;" + "}";
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final static String gLineFragmentShader = "" + "#extension GL_OES_standard_derivatives : enable\n"
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+ "precision mediump float;" + "uniform float u_width;" + "uniform int u_mode;" + "uniform vec4 u_color;"
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+ "const float zero = 0.0;" + "const int standard = 0;" + "const int fixed_width = 2;"
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+ "varying vec2 v_st;" + "void main() {" + " gl_FragColor = u_color;" + " float fuzz = fwidth(v_st.s);"
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+ " float len = abs(v_st.s) - u_width;" + " if (u_mode != fixed_width) {"
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+ " if (v_st.t != zero){ " + " fuzz = max(fuzz, fwidth(v_st.t));"
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+ " len = length(v_st) - u_width;" + " } " +
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// branching is not recommended...
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// " if (- fuzz > len) " +
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// " gl_FragColor = u_color;" +
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// " if (len < -fuzz)" +
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// " discard;" +
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// " else " +
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" if (len > -fuzz)" + " gl_FragColor *= smoothstep(fuzz , -fuzz , len);" + " } else { " +
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// just guesswork.. looks ok for fixed line width >= 0.5
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" if (len > -fuzz)" + " gl_FragColor *= smoothstep(fuzz*0.5, -fuzz, len);" + " }" + "}";
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final static String gLineFragmentShader = ""
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+ "#extension GL_OES_standard_derivatives : enable\n"
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+ "precision mediump float;"
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+ "uniform float u_width;"
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+ "uniform int u_mode;"
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+ "uniform vec4 u_color;"
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+ "const float zero = 0.0;"
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+ "const int standard = 0;"
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+ "const int fixed_width = 2;"
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+ "const vec4 blank = vec4(1.0, 0.0, 0.0, 1.0);"
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+ "const vec4 blank2 = vec4(0.0, 1.0, 0.0, 1.0);"
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+ "varying vec2 v_st;"
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+ "void main() {"
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+ " if (u_mode != fixed_width) {"
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// + " gl_FragColor = u_color;"
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// + " float fuzz;"
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// + " float len;"
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+ " if (v_st.t == zero){ "
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// + " fuzz = - sqrt(dFdx(v_st.s) * dFdx(v_st.s) + dFdy(v_st.s) * dFdy(v_st.s));"
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+ " float fuzz = -fwidth(v_st.s) * 1.5;"
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+ " float len = abs(v_st.s) - u_width;"
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// + " if (len < fuzz)"
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+ " gl_FragColor = u_color * smoothstep(zero, fuzz, len);"
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+ " } else {"
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+ " float fuzz = -max(fwidth(v_st.s), fwidth(v_st.t)) * 1.5;"
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+ " float len = length(v_st) - u_width;"
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// + " if (len < fuzz)"
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+ " gl_FragColor = u_color * smoothstep(zero, fuzz, len);"
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+ " } "
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// + " if (len > zero)"
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// + " gl_FragColor = blank;"
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// + " discard;"
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// + " gl_FragColor = u_color;"
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// + " else if (len < fuzz)"
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// + " gl_FragColor = blank2;"
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// + " else "
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+ " } else { "
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+ " float fuzz = fwidth(v_st.s);"
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// + " gl_FragColor = u_color * smoothstep(fuzz, zero, abs(v_st.s) - u_width + fuzz);"
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// + " fuzz = - sqrt(dFdx(v_st.s) * dFdx(v_st.s) + dFdy(v_st.s) * dFdy(v_st.s)) * 1.5;"
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+ " gl_FragColor = u_color * smoothstep(fuzz*0.5, -fuzz, abs(v_st.s) - u_width);"
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+ " }"
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+ "}";
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// final static String gLineFragmentShader = "" +
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// "#extension GL_OES_standard_derivatives : enable\n" +
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@@ -48,16 +82,36 @@ class Shaders {
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// " gl_FragColor = u_color;" +
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// "}";
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final static String gLineFragmentShaderSimple = "" + "precision mediump float;" + "uniform vec4 u_color;"
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+ "uniform float u_width;" + "varying vec2 v_st;" + "void main() {" + " vec4 color = u_color;"
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+ " float len;" + " if (v_st.t == 0.0) " + " len = abs(v_st.s);" + " else "
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+ " len = length(v_st);" + " if (len > 0.4) {"
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+ " color = u_color * (smoothstep(0.2, 1.0, (u_width + 0.3) - len));" + "}" + " gl_FragColor = color;"
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final static String gLineFragmentShaderSimple = ""
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+ "precision mediump float;"
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+ "uniform vec4 u_color;"
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+ "uniform float u_width;"
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+ "varying vec2 v_st;"
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+ "void main() {"
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+ " vec4 color = u_color;"
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+ " float len;"
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+ " if (v_st.t == 0.0) "
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+ " len = abs(v_st.s);"
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+ " else "
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+ " len = length(v_st);"
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+ " if (len > 0.4) {"
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+ " color = u_color * (smoothstep(0.2, 1.0, (u_width + 0.3) - len));"
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+ "}"
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+ " gl_FragColor = color;"
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+ "}";
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final static String gPolygonVertexShader = "" + "precision mediump float; \n" + "uniform mat4 u_center;\n"
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+ "attribute vec4 a_position;" + "void main() {" + " gl_Position = u_center * a_position;" + "}";
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final static String gPolygonVertexShader = ""
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+ "precision mediump float; \n"
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+ "uniform mat4 u_center;\n"
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+ "attribute vec4 a_position;"
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+ "void main() {"
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+ " gl_Position = u_center * a_position;"
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+ "}";
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final static String gPolygonFragmentShader = "" + "precision mediump float;" + "uniform vec4 u_color;"
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+ "void main() {" + " gl_FragColor = u_color;" + "}";
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final static String gPolygonFragmentShader = ""
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+ "precision mediump float;"
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+ "uniform vec4 u_color;"
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+ "void main() {"
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+ " gl_FragColor = u_color;"
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+ "}";
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}
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