X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fshaders%2Fbezier_texbuf_geom.glsl;h=13812efb165277877dc48178488095f6a09fe17a;hp=56dddbecfb49885db49cf9d5278f689c04961ce5;hb=0361b11485ec41d2c2ddeb279abf846f777f5363;hpb=54798ed9050d0742c6cdab067fad0cc364b1d6b2 diff --git a/src/shaders/bezier_texbuf_geom.glsl b/src/shaders/bezier_texbuf_geom.glsl index 56dddbe..13812ef 100644 --- a/src/shaders/bezier_texbuf_geom.glsl +++ b/src/shaders/bezier_texbuf_geom.glsl @@ -4,7 +4,7 @@ uniform samplerBuffer bezier_buffer_texture; uniform isamplerBuffer bezier_id_buffer_texture; layout(lines) in; -layout(line_strip, max_vertices = 101) out; +layout(line_strip, max_vertices = 105) out; in int objectid[]; in vec2 pixsize[]; @@ -19,9 +19,11 @@ void main() { int bezierid = texelFetch(bezier_id_buffer_texture, objectid[0]).r; vec2 boundssize = gl_in[1].gl_Position.xy - gl_in[0].gl_Position.xy; - vec2 coeff0 = texelFetch(bezier_buffer_texture, bezierid*3).rg + gl_in[0].gl_Position.xy ; - vec2 coeff1 = texelFetch(bezier_buffer_texture, bezierid*3+1).rg * boundssize + gl_in[0].gl_Position.xy; - vec2 coeff2 = texelFetch(bezier_buffer_texture, bezierid*3+2).rg * boundssize + gl_in[0].gl_Position.xy; + vec2 coeff0 = texelFetch(bezier_buffer_texture, bezierid*4).rg; + vec2 coeff1 = texelFetch(bezier_buffer_texture, bezierid*4+1).rg; + vec2 coeff2 = texelFetch(bezier_buffer_texture, bezierid*4+2).rg; + vec2 coeff3 = texelFetch(bezier_buffer_texture, bezierid*4+3).rg; + vec2 boundspxsize = pixsize[0]; int blen = clamp(int(abs(boundspxsize.x)),2,100); float invblen = 1.0f/float(blen); @@ -29,13 +31,23 @@ void main() { float t = i * invblen; float oneminust = 1.0f - t; - float bernstein0 = t*t; - float bernstein1 = 2*t*oneminust; - float bernstein2 = oneminust*oneminust; - gl_Position = vec4(coeff0*bernstein0 + coeff1*bernstein1 + coeff2*bernstein2, 0.0, 1.0); + float bernstein0 = t*t*t; + float bernstein1 = 3*t*t*oneminust; + float bernstein2 = 3*t*oneminust*oneminust; + float bernstein3 = oneminust*oneminust*oneminust; + gl_Position = vec4((coeff0*bernstein0 + coeff1*bernstein1 + coeff2*bernstein2 + coeff3*bernstein3) * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0); EmitVertex(); } EndPrimitive(); +/* gl_Position = vec4(coeff0 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0); + EmitVertex(); + gl_Position = vec4(coeff1 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0); + EmitVertex(); + gl_Position = vec4(coeff2 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0); + EmitVertex(); + gl_Position = vec4(coeff3 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0); + EmitVertex(); + EndPrimitive();*/ }