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=caf7a10fa0aa0c1798d46d890c47784f956a310e;hb=54798ed9050d0742c6cdab067fad0cc364b1d6b2;hpb=a216eaae3899c5f0e8dc2ea60a379df1c449e5cf diff --git a/src/shaders/bezier_texbuf_geom.glsl b/src/shaders/bezier_texbuf_geom.glsl index caf7a10..56dddbe 100644 --- a/src/shaders/bezier_texbuf_geom.glsl +++ b/src/shaders/bezier_texbuf_geom.glsl @@ -7,6 +7,13 @@ layout(lines) in; 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;