Line texture: stipple implementation, PathLayer support, #105
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46
vtm/resources/assets/shaders/linetex_layer_tex.glsl
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46
vtm/resources/assets/shaders/linetex_layer_tex.glsl
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#ifdef GLES
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precision mediump float;
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#endif
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uniform mat4 u_mvp;
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uniform vec4 u_color;
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uniform float u_pscale;
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uniform float u_width;
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attribute vec4 a_pos0;
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attribute vec4 a_pos1;
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attribute vec2 a_len0;
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attribute vec2 a_len1;
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attribute float a_flip;
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varying vec2 v_st;
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void
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main(){
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vec4 pos;
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if (a_flip == 0.0) {
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// vec2 dir = u_width * a_pos0.zw;
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pos = vec4(a_pos0.xy + (u_width * a_pos0.zw), 0.0, 1.0);
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v_st = vec2(a_len0.x / u_pscale, 1.0);
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}
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else {
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// vec2 dir = u_width * a_pos1.zw;
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pos = vec4(a_pos1.xy - (u_width * a_pos1.zw), 0.0, 1.0);
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v_st = vec2(a_len1.x / u_pscale, -1.0);
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}
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gl_Position = u_mvp * pos;
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}
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$$
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#extension GL_OES_standard_derivatives : enable
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#ifdef GLES
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precision mediump float;
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#endif
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uniform vec4 u_color;
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uniform vec4 u_bgcolor;
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uniform float u_pwidth;
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varying vec2 v_st;
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uniform sampler2D tex;
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void
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main(){
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vec4 c=texture2D(tex,vec2(abs(mod(v_st.s+1.0,2.0)),(v_st.t+1.0)*0.5));
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float fuzz=fwidth(c.a);
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gl_FragColor=(c * u_color) *smoothstep(0.5-fuzz,0.5+fuzz,c.a);
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}
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