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Vulkan-Samples/shaders/texture_loading/glsl/point_line.frag
T
2025-09-22 18:10:55 +08:00

64 lines
2.0 KiB
GLSL

#version 450
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec3 fragSegmentStart;
layout(location = 2) in vec3 fragSegmentEnd;
layout(location = 3) in vec3 fragWorldPos;
layout(location = 0) out vec4 outColor;
layout(binding = 0) uniform UniformBufferObject {
mat4 proj;
mat4 model;
mat4 view;
} ubo;
layout(binding = 1) uniform DashParameters {
float dashSize;
float gapSize;
float dashOffset;
float uAASize;
int useWorldSpace;
} dashParams;
void main() {
// 转换为NDC坐标
vec3 ndcStart = fragSegmentStart / fragSegmentStart.z;
vec3 ndcEnd = fragSegmentEnd / fragSegmentEnd.z;
vec3 fragNDC = gl_FragCoord.xyz / gl_FragCoord.z;
fragNDC = (fragNDC * 2.0) - 1.0;
// 计算当前片元在线段上的投影
vec2 lineDir = normalize(ndcEnd.xy - ndcStart.xy);
vec2 startToFrag = fragNDC.xy - ndcStart.xy;
float projection = dot(startToFrag, lineDir);
// 计算线段在屏幕空间的长度(用于抗锯齿)
float segmentLength = length(ndcEnd.xy - ndcStart.xy);
// 应用虚线模式
float dashPeriod = dashParams.dashSize + dashParams.gapSize;
float currentPos = mod(projection + dashParams.dashOffset, dashPeriod);
// 抗锯齿处理
float alpha = 1.0;
// 线段开始处的抗锯齿(避免线段起始处出现半截虚线)
alpha *= smoothstep(0.0, dashParams.uAASize / segmentLength, projection);
// 线段结束处的抗锯齿
alpha *= 1.0 - smoothstep(segmentLength - dashParams.uAASize / segmentLength,
segmentLength, projection);
// 虚线模式抗锯齿
alpha *= 1.0 - smoothstep(dashParams.dashSize,
dashParams.dashSize + dashParams.uAASize / dashPeriod,
currentPos);
// 如果alpha接近0,直接丢弃片元
if (alpha < 0.01) {
discard;
}
outColor = vec4(fragColor, alpha);
}