Files
Nuake/Data/Shaders/displayVelocity.shader
2025-01-31 18:04:43 -05:00

117 lines
3.1 KiB
GLSL

#shader vertex
#version 440 core
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 UVPosition;
out flat vec2 UV;
void main()
{
UV = UVPosition;
gl_Position = vec4(VertexPosition, 1.0f);
}
#shader fragment
#version 440 core
uniform sampler2D u_Source;
uniform vec2 u_Resolution;
in vec2 UV;
out vec4 FragColor;
const float PI = 3.1415927;
const int ARROW_V_STYLE = 1;
const int ARROW_LINE_STYLE = 2;
// Choose your arrow head style
const int ARROW_STYLE = ARROW_LINE_STYLE;
const float ARROW_TILE_SIZE = 64.0;
// How sharp should the arrow head be? Used
const float ARROW_HEAD_ANGLE = 45.0 * PI / 180.0;
// Used for ARROW_LINE_STYLE
const float ARROW_HEAD_LENGTH = ARROW_TILE_SIZE / 6.0;
const float ARROW_SHAFT_THICKNESS = 3.0;
// Computes the center pixel of the tile containing pixel pos
vec2 arrowTileCenterCoord(vec2 pos) {
return (floor(pos / ARROW_TILE_SIZE) + 0.5) * ARROW_TILE_SIZE;
}
// v = field sampled at tileCenterCoord(p), scaled by the length
// desired in pixels for arrows
// Returns 1.0 where there is an arrow pixel.
float arrow(vec2 p, vec2 v) {
// Make everything relative to the center, which may be fractional
p -= arrowTileCenterCoord(p);
float mag_v = length(v), mag_p = length(p);
if (mag_v > 0.0) {
// Non-zero velocity case
vec2 dir_p = p / mag_p, dir_v = v / mag_v;
// We can't draw arrows larger than the tile radius, so clamp magnitude.
// Enforce a minimum length to help see direction
mag_v = clamp(mag_v, 5.0, ARROW_TILE_SIZE / 2.0);
// Arrow tip location
v = dir_v * mag_v;
// Define a 2D implicit surface so that the arrow is antialiased.
// In each line, the left expression defines a shape and the right controls
// how quickly it fades in or out.
float dist;
if (ARROW_STYLE == ARROW_LINE_STYLE) {
// Signed distance from a line segment based on https://www.shadertoy.com/view/ls2GWG by
// Matthias Reitinger, @mreitinger
// Line arrow style
dist =
max(
// Shaft
ARROW_SHAFT_THICKNESS / 4.0 -
max(abs(dot(p, vec2(dir_v.y, -dir_v.x))), // Width
abs(dot(p, dir_v)) - mag_v + ARROW_HEAD_LENGTH / 2.0), // Length
// Arrow head
min(0.0, dot(v - p, dir_v) - cos(ARROW_HEAD_ANGLE / 2.0) * length(v - p)) * 2.0 + // Front sides
min(0.0, dot(p, dir_v) + ARROW_HEAD_LENGTH - mag_v)); // Back
} else {
// V arrow style
dist = min(0.0, mag_v - mag_p) * 2.0 + // length
min(0.0, dot(normalize(v - p), dir_v) - cos(ARROW_HEAD_ANGLE / 2.0)) * 2.0 * length(v - p) + // head sides
min(0.0, dot(p, dir_v) + 1.0) + // head back
min(0.0, cos(ARROW_HEAD_ANGLE / 2.0) - dot(normalize(v * 0.33 - p), dir_v)) * mag_v * 0.8; // cutout
}
return clamp(1.0 + dist, 0.0, 1.0);
} else {
// Center of the pixel is always on the arrow
return max(0.0, 1.2 - mag_p);
}
}
vec2 field(vec2 pos) {
return texture(u_Source, UV).xy;
}
void main()
{
vec2 fragCoord = UV * u_Resolution.xy;
vec4 fragColor =
(1.0 - arrow(fragCoord.xy, field(arrowTileCenterCoord(fragCoord.xy)) * ARROW_TILE_SIZE * 0.4)) *
vec4(field(fragCoord.xy) * 0.5 + 0.5, 0.5, 1.0);
FragColor = fragColor;
}