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author | saurabhb17 | 2020-02-26 16:20:48 +0530 |
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committer | GitHub | 2020-02-26 16:20:48 +0530 |
commit | b77f5d9d8097c38159c6f60917995d6af13bbe1c (patch) | |
tree | 1392c90227aeea231c1d86371131e04c40382918 /common/gal/opengl/shader.frag | |
parent | dadc4d490966a24efe15b5cc533ef8695986048a (diff) | |
parent | 003d02608917e7a69d1a98438837e94ccf68352a (diff) | |
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Merge pull request #4 from FOSSEE/develop
merging dev into master
Diffstat (limited to 'common/gal/opengl/shader.frag')
-rw-r--r-- | common/gal/opengl/shader.frag | 75 |
1 files changed, 75 insertions, 0 deletions
diff --git a/common/gal/opengl/shader.frag b/common/gal/opengl/shader.frag new file mode 100644 index 0000000..7d7d96c --- /dev/null +++ b/common/gal/opengl/shader.frag @@ -0,0 +1,75 @@ +/* + * This program source code file is part of KICAD, a free EDA CAD application. + * + * Copyright (C) 2013 CERN + * @author Maciej Suminski <maciej.suminski@cern.ch> + * + * Fragment shader + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, you may find one here: + * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html + * or you may search the http://www.gnu.org website for the version 2 license, + * or you may write to the Free Software Foundation, Inc., + * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA + */ + +#version 120 + +// Shader types +const float SHADER_LINE = 1.0; +const float SHADER_FILLED_CIRCLE = 2.0; +const float SHADER_STROKED_CIRCLE = 3.0; + +varying vec4 shaderParams; +varying vec2 circleCoords; + +void filledCircle( vec2 aCoord ) +{ + if( dot( aCoord, aCoord ) < 1.0 ) + gl_FragColor = gl_Color; + else + discard; +} + + +void strokedCircle( vec2 aCoord, float aRadius, float aWidth ) +{ + float outerRadius = aRadius + ( aWidth / 2 ); + float innerRadius = aRadius - ( aWidth / 2 ); + float relWidth = innerRadius / outerRadius; + + if( ( dot( aCoord, aCoord ) < 1.0 ) && + ( dot( aCoord, aCoord ) > relWidth * relWidth ) ) + gl_FragColor = gl_Color; + else + discard; +} + + +void main() +{ + if( shaderParams[0] == SHADER_FILLED_CIRCLE ) + { + filledCircle( circleCoords ); + } + else if( shaderParams[0] == SHADER_STROKED_CIRCLE ) + { + strokedCircle( circleCoords, shaderParams[2], shaderParams[3] ); + } + else + { + // Simple pass-through + gl_FragColor = gl_Color; + } +} |