Files
scratch-render/src/shaders/sprite.vert
2020-05-06 16:21:18 -04:00

64 lines
2.1 KiB
GLSL

precision mediump float;
#ifdef DRAW_MODE_line
uniform vec2 u_stageSize;
uniform float u_lineThickness;
uniform vec4 u_penPoints;
// Add this to divisors to prevent division by 0, which results in NaNs propagating through calculations.
// Smaller values can cause problems on some mobile devices.
const float epsilon = 1e-3;
#endif
#ifndef DRAW_MODE_line
uniform mat4 u_projectionMatrix;
uniform mat4 u_modelMatrix;
attribute vec2 a_texCoord;
#endif
attribute vec2 a_position;
varying vec2 v_texCoord;
void main() {
#ifdef DRAW_MODE_line
// Calculate a rotated ("tight") bounding box around the two pen points.
// Yes, we're doing this 6 times (once per vertex), but on actual GPU hardware,
// it's still faster than doing it in JS combined with the cost of uniformMatrix4fv.
// Expand line bounds by sqrt(2) / 2 each side-- this ensures that all antialiased pixels
// fall within the quad, even at a 45-degree diagonal
vec2 position = a_position;
float expandedRadius = (u_lineThickness * 0.5) + 1.4142135623730951;
float lineLength = length(u_penPoints.zw - u_penPoints.xy);
position.x *= lineLength + (2.0 * expandedRadius);
position.y *= 2.0 * expandedRadius;
// Center around first pen point
position -= expandedRadius;
// Rotate quad to line angle
vec2 pointDiff = u_penPoints.zw - u_penPoints.xy;
// Ensure line has a nonzero length so it's rendered properly
// As long as either component is nonzero, the line length will be nonzero
pointDiff.x = abs(pointDiff.x) < epsilon ? epsilon : pointDiff.x;
// The `normalized` vector holds rotational values equivalent to sine/cosine
// We're applying the standard rotation matrix formula to the position to rotate the quad to the line angle
vec2 normalized = pointDiff / max(lineLength, epsilon);
position = mat2(normalized.x, normalized.y, -normalized.y, normalized.x) * position;
// Translate quad
position += u_penPoints.xy;
// Apply view transform
position *= 2.0 / u_stageSize;
gl_Position = vec4(position, 0, 1);
v_texCoord = position * 0.5 * u_stageSize;
#else
gl_Position = u_projectionMatrix * u_modelMatrix * vec4(a_position, 0, 1);
v_texCoord = a_texCoord;
#endif
}