@export ecgl.sdfSprite.vertex uniform mat4 worldViewProjection : WORLDVIEWPROJECTION; uniform float elapsedTime : 0; attribute vec3 position : POSITION; #ifdef VERTEX_SIZE attribute float size; #else uniform float u_Size; #endif #ifdef VERTEX_COLOR attribute vec4 a_FillColor: COLOR; varying vec4 v_Color; #endif #ifdef VERTEX_ANIMATION attribute vec3 prevPosition; attribute float prevSize; uniform float percent : 1.0; #endif #ifdef POSITIONTEXTURE_ENABLED uniform sampler2D positionTexture; #endif varying float v_Size; void main() { #ifdef POSITIONTEXTURE_ENABLED // Only 2d position texture supported gl_Position = worldViewProjection * vec4(texture2D(positionTexture, position.xy).xy, -10.0, 1.0); #else #ifdef VERTEX_ANIMATION vec3 pos = mix(prevPosition, position, percent); #else vec3 pos = position; #endif gl_Position = worldViewProjection * vec4(pos, 1.0); #endif #ifdef VERTEX_SIZE #ifdef VERTEX_ANIMATION v_Size = mix(prevSize, size, percent); #else v_Size = size; #endif #else v_Size = u_Size; #endif #ifdef VERTEX_COLOR v_Color = a_FillColor; // v_StrokeColor = a_StrokeColor; #endif gl_PointSize = v_Size; } @end @export ecgl.sdfSprite.fragment uniform vec4 color: [1, 1, 1, 1]; uniform vec4 strokeColor: [1, 1, 1, 1]; uniform float smoothing: 0.07; uniform float lineWidth: 0.0; #ifdef VERTEX_COLOR varying vec4 v_Color; // varying vec4 v_StrokeColor; #endif varying float v_Size; uniform sampler2D sprite; @import clay.util.srgb void main() { gl_FragColor = color; vec4 _strokeColor = strokeColor; #ifdef VERTEX_COLOR gl_FragColor *= v_Color; // TODO // _strokeColor *= v_StrokeColor; #endif #ifdef SPRITE_ENABLED float d = texture2D(sprite, gl_PointCoord).r; // Antialias gl_FragColor.a *= smoothstep(0.5 - smoothing, 0.5 + smoothing, d); if (lineWidth > 0.0) { // TODO SCREEN SPACE OUTLINE float sLineWidth = lineWidth / 2.0; float outlineMaxValue0 = 0.5 + sLineWidth; float outlineMaxValue1 = 0.5 + sLineWidth + smoothing; float outlineMinValue0 = 0.5 - sLineWidth - smoothing; float outlineMinValue1 = 0.5 - sLineWidth; // FIXME Aliasing if (d <= outlineMaxValue1 && d >= outlineMinValue0) { float a = _strokeColor.a; if (d <= outlineMinValue1) { a = a * smoothstep(outlineMinValue0, outlineMinValue1, d); } else { a = a * smoothstep(outlineMaxValue1, outlineMaxValue0, d); } gl_FragColor.rgb = mix(gl_FragColor.rgb * gl_FragColor.a, _strokeColor.rgb, a); gl_FragColor.a = gl_FragColor.a * (1.0 - a) + a; } } #endif #ifdef SRGB_DECODE gl_FragColor = sRGBToLinear(gl_FragColor); #endif } @end