//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // file="InternalResource" // Project: StgSharp // AuthorGroup: Nitload // Copyright (c) Nitload. All rights reserved. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // // ----------------------------------------------------------------------- // ----------------------------------------------------------------------- using System; using System.Collections.Generic; using System.Text; namespace StgSharp.Internal { internal static class BuiltInShader { #region ControllingItemRender internal const string ControlItemRenderVertexShader = """ """; #endregion #region CollisionTexture internal static ReadOnlySpan CollisionTextureVertexShader => """ #version 430 core layout(location = 0) in vec2 localCollisionCoord; layout(location = 1) in vec2 spaceCoord; layout(location = 2) in float rotation; layout(location = 3) in float scaling; uniform vec2 target; uniform mat2 projection; void main() { mat2 scaling = mat2( scaling,0, 0,scaling ); mat2 rotation = mat2( cos(rotation),-sin(rotation), sin(rotation),cos(rotation) ); vec2 realCoord = (rotation * scaling * localCollisionCoord) + spaceCoord - target; realCoord = projection * realCoord; float dist = distance(realCoord, vec2(0,0)); float angle = atan(realCoord.y, realCoord.x); gl_Position = vec4(angle, realCoord.y, dist, 1); } """u8; internal static ReadOnlySpan CollisionTextureFragmentShader => """ #version 430 core out vec4 Color; uniform float range; void main() { float dist = gl_FragCoord.z; if(dist > range) { discard; } dist /= range; gl_FragDepth = min(dist, gl_FragDepth); Color = vec4(dist,0,0,1); } """u8; #endregion } }