X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fshaders%2Fbezier_texbuf_geom.glsl;h=56dddbecfb49885db49cf9d5278f689c04961ce5;hp=2ee2836781eafd7ca1e3618ee13f55220c6e1a9b;hb=f06cfbc2d5986de9f9489e5cd9424231f310d471;hpb=09fc4981be389620d3c269beacf0630de45871bb diff --git a/src/shaders/bezier_texbuf_geom.glsl b/src/shaders/bezier_texbuf_geom.glsl index 2ee2836..56dddbe 100644 --- a/src/shaders/bezier_texbuf_geom.glsl +++ b/src/shaders/bezier_texbuf_geom.glsl @@ -4,9 +4,16 @@ uniform samplerBuffer bezier_buffer_texture; uniform isamplerBuffer bezier_id_buffer_texture; layout(lines) in; -layout(line_strip, max_vertices = 100) out; +layout(line_strip, max_vertices = 101) out; in int objectid[]; +in vec2 pixsize[]; + +//TODO: I thought this might be useful, maybe not. +float areatriangle(vec2 a, vec2 b, vec2 c) +{ + return (c.y-a.y)*(b.y-a.y) - (b.x - a.x)*(c.x-a.x); +} void main() { @@ -15,9 +22,12 @@ void main() 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; - for (int i = 0; i <= 100; ++i) + vec2 boundspxsize = pixsize[0]; + int blen = clamp(int(abs(boundspxsize.x)),2,100); + float invblen = 1.0f/float(blen); + for (int i = 0; i <= blen; ++i) { - float t = i * 0.01f; + float t = i * invblen; float oneminust = 1.0f - t; float bernstein0 = t*t; float bernstein1 = 2*t*oneminust;