QIDISlicer1.0.0

This commit is contained in:
sunsets
2023-06-10 10:14:12 +08:00
parent f2e20e1a90
commit b4cd486f2d
3475 changed files with 1973675 additions and 0 deletions

View File

@@ -0,0 +1,50 @@
#version 150
// see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h
// https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
const float aa_radius = 0.5;
uniform vec2 viewport_size;
uniform float width;
in float coord_s[];
out float line_width;
// x = v tex coord, y = s coord
out vec2 seg_params;
void main()
{
vec2 ndc_0 = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w;
vec2 ndc_1 = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
vec2 dir = normalize((ndc_1 - ndc_0) * viewport_size);
vec2 normal_dir = vec2(-dir.y, dir.x);
line_width = max(1.0, width) + 2.0 * aa_radius;
float half_line_width = 0.5 * line_width;
vec2 normal = vec2(line_width / viewport_size[0], line_width / viewport_size[1]) * normal_dir;
seg_params = vec2(-half_line_width, coord_s[0]);
gl_Position = vec4((ndc_0 + normal) * gl_in[0].gl_Position.w, gl_in[0].gl_Position.zw);
EmitVertex();
seg_params = vec2(-half_line_width, coord_s[0]);
gl_Position = vec4((ndc_0 - normal) * gl_in[0].gl_Position.w, gl_in[0].gl_Position.zw);
EmitVertex();
seg_params = vec2(half_line_width, coord_s[1]);
gl_Position = vec4((ndc_1 + normal) * gl_in[1].gl_Position.w, gl_in[1].gl_Position.zw);
EmitVertex();
seg_params = vec2(half_line_width, coord_s[1]);
gl_Position = vec4((ndc_1 - normal) * gl_in[1].gl_Position.w, gl_in[1].gl_Position.zw);
EmitVertex();
EndPrimitive();
}