64 lines
2.0 KiB
GLSL
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);
|
|
} |