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SamratGhale
2026-03-10 22:11:28 +05:45
commit d23c934662
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// SPDX-FileCopyrightText: 2024 Erin Catto
// SPDX-License-Identifier: MIT
#version 330
in vec2 f_position;
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);
cOut = cOut / alphaOut;
return vec4(cOut, alphaOut);
}
void main()
{
// radius in unit quad
float radius = 1.0;
// distance to axis line segment
vec2 e = vec2(radius, 0);
vec2 w = f_position;
float we = dot(w, e);
vec2 b = w - e * clamp(we / dot(e, e), 0.0, 1.0);
float da = length(b);
// distance to circle
float dw = length(w);
float dc = abs(dw - radius);
// union of circle and axis
float d = min(da, dc);
vec4 borderColor = f_color;
vec4 fillColor = 0.6f * borderColor;
// roll the fill alpha down at the border
vec4 back = vec4(fillColor.rgb, fillColor.a * smoothstep(radius + f_thickness, 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);
}