Files
Edit2D/draw/shaders/solid_capsule.fs
T
2026-03-22 08:34:27 +05:45

61 lines
1.6 KiB
GLSL

// SPDX-FileCopyrightText: 2024 Erin Catto
// SPDX-License-Identifier: MIT
#version 330
in vec2 f_position;
in vec4 f_color;
in float f_length;
in float f_thickness;
out vec4 color;
// Thanks to baz and kolyan3040 for help on this shader
// todo this can be optimized a bit, keeping some terms for clarity
// 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);
// remove alpha from rgb
cOut = cOut / alphaOut;
return vec4(cOut, alphaOut);
}
void main()
{
// radius in unit quad
float radius = 0.5 * (2.0 - f_length);
vec4 borderColor = f_color;
vec4 fillColor = 0.6f * borderColor;
vec2 v1 = vec2(-0.5 * f_length, 0);
vec2 v2 = vec2(0.5 * f_length, 0);
// distance to line segment
vec2 e = v2 - v1;
vec2 w = f_position - v1;
float we = dot(w, e);
vec2 b = w - e * clamp(we / dot(e, e), 0.0, 1.0);
float dw = length(b);
// SDF union of capsule and line segment
float d = min(dw, abs(dw - radius));
// 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));
color = blend_colors(front, back);
}