Created
August 22, 2023 11:54
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#version 300 es | |
precision highp float; | |
uniform sampler2D u_texture_points; | |
uniform highp usampler2D u_texture_indices; | |
in vec2 v_texcoord; | |
in vec3 v_color; | |
flat in float v_thickness; | |
flat in int v_vertexid; | |
out vec4 FragColor; | |
void main() { | |
float mindist = 99999999.9; | |
uvec4 indices = texelFetch(u_texture_indices, ivec2(v_vertexid / 6, 0), 0); | |
uint v_from = indices.x; | |
uint v_to = indices.y; | |
for (uint i = v_from; i < v_to - uint(1); ++i) { | |
uint x1 = i % uint(8192); | |
uint y1 = i / uint(8192); | |
uint x2 = x1 + uint(1); | |
uint y2 = y1; | |
if (x2 == uint(8192)) { | |
x2 = uint(0); | |
y2 = y1 + uint(1); | |
} | |
vec4 a = texelFetch(u_texture_points, ivec2(x1, y1), 0); | |
vec4 b = texelFetch(u_texture_points, ivec2(x2, y2), 0); | |
vec2 pa = v_texcoord - a.xy, ba = b.xy - a.xy; | |
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); | |
float dist = length(pa - ba * h) - v_thickness; | |
mindist = min(mindist, dist); | |
} | |
float fade = 0.5 * length(fwidth(v_texcoord)); | |
float alpha = 1.0 - smoothstep(-fade, fade, mindist); | |
FragColor = vec4(v_color * alpha, alpha); | |
// FragColor = vec4(v_color * alpha, 0.1 + alpha); | |
// FragColor = vec4(v_color, 1.0); | |
} |
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