/* * This file is part of KQuickCharts * SPDX-FileCopyrightText: 2019 Arjen Hiemstra * * SPDX-License-Identifier: LGPL-2.1-only OR LGPL-3.0-only OR LicenseRef-KDE-Accepted-LGPL */ #version 440 #extension GL_GOOGLE_include_directive: enable #include "sdf.glsl" // The maximum number of segments we can support for a single pie. // This is based on OpenGL's MAX_FRAGMENT_UNIFORM_COMPONENTS. // MAX_FRAGMENT_UNIFORM_COMPONENTS is required to be at least 1024. // Assuming a segment of size 1, each segment needs // 2 (size of a vec2) * 2 (number of points) + 4 (size of vec4) + 1 (segment size) // components. We also need to leave some room for the other uniforms. #define MAX_SEGMENTS 100 layout(std140, binding = 0) uniform buf { highp mat4 matrix; lowp float opacity; lowp vec2 aspect; lowp float innerRadius; lowp float outerRadius; lowp vec4 backgroundColor; int smoothEnds; lowp float fromAngle; lowp float toAngle; int segmentCount; lowp vec2 segments[MAX_SEGMENTS]; lowp vec4 colors[MAX_SEGMENTS]; } ubuf; layout (location = 0) in lowp vec2 uv; layout (location = 0) out lowp vec4 out_color; const lowp vec2 origin = vec2(0.0, 0.0); const lowp float lineSmooth = 0.001; lowp float rounded_segment(lowp float from, lowp float to, lowp float inner, lowp float outer, lowp float rounding) { return sdf_torus_segment(uv, from + rounding, to - rounding, inner + rounding, outer - rounding) - rounding; } void main() { lowp vec4 color = vec4(0.0); lowp float thickness = (ubuf.outerRadius - ubuf.innerRadius) / 2.0; lowp float rounding = ubuf.smoothEnds > 0 ? thickness : 0.0; // Background first, slightly smaller than the actual pie to avoid antialiasing artifacts. lowp float background_rounding = (ubuf.toAngle - ubuf.fromAngle) >= 2.0 * pi ? 0.001 : rounding + 0.001; lowp float background = rounded_segment(ubuf.fromAngle, ubuf.toAngle, ubuf.innerRadius, ubuf.outerRadius, background_rounding); color = sdf_render(background, color, ubuf.backgroundColor); for (int i = 0; i < ubuf.segmentCount && i < MAX_SEGMENTS; ++i) { lowp vec2 segment = ubuf.segments[i]; lowp float segment_sdf = rounded_segment(segment.x, segment.y, ubuf.innerRadius, ubuf.outerRadius, rounding); color = sdf_render(segment_sdf, color, ubuf.colors[i]); } out_color = color * ubuf.opacity; }