<reponame>hmaarrfk/vispy<filename>vispy/visuals/glsl/antialiasing.py
# Copyright (c) 2014, <NAME>. All Rights Reserved.
# Distributed under the (new) BSD License.

"""Antialiasing GLSL functions."""


# -----------------------------------------------------------------------------
# Stroke
# -----------------------------------------------------------------------------

"""Compute antialiased fragment color for a stroke line.

Inputs
------

distance (float): Signed distance to border (in pixels).


Template variables
------------------

linewidth (float): Stroke line width (in pixels).

antialias (float): Stroke antialiased area (in pixels).

stroke (vec4): Stroke color.


Outputs
-------
color (vec4): The final color.


"""
ANTIALIAS_STROKE = """
vec4 stroke(float distance)
{
    vec4 frag_color;
    float t = $linewidth/2.0 - $antialias;
    float signed_distance = distance;
    float border_distance = abs(signed_distance) - t;
    float alpha = border_distance/$antialias;
    alpha = exp(-alpha*alpha);

    if( border_distance < 0.0 )
        frag_color = $stroke;
    else
        frag_color = vec4($stroke.rgb, $stroke.a * alpha);

    return frag_color;
}
"""


# -----------------------------------------------------------------------------
# Stroke
# -----------------------------------------------------------------------------

"""Compute antialiased fragment color for an outlined shape.

Inputs
------

distance (float): Signed distance to border (in pixels).


Template variables
------------------

linewidth (float): Stroke line width (in pixels).

antialias (float): Stroke antialiased area (in pixels).

stroke (vec4): Stroke color.

fill (vec4): Fill color.


Outputs
-------
color (vec4): The final color.


"""
ANTIALIAS_OUTLINE = """
vec4 outline(float distance)
{
    vec4 frag_color;
    float t = $linewidth/2.0 - $antialias;
    float signed_distance = distance;
    float border_distance = abs(signed_distance) - t;
    float alpha = border_distance/$antialias;
    alpha = exp(-alpha*alpha);

    if( border_distance < 0.0 )
        frag_color = $stroke;
    else if( signed_distance < 0.0 )
        frag_color = mix($fill, $stroke, sqrt(alpha));
    else
        frag_color = vec4($stroke.rgb, $stroke.a * alpha);
    return frag_color;
}
"""


# -----------------------------------------------------------------------------
# Filled
# -----------------------------------------------------------------------------

"""Compute antialiased fragment color for a filled shape.

Inputs
------

distance (float): Signed distance to border (in pixels).


Template variables
------------------

linewidth (float): Stroke line width (in pixels).

antialias (float): Stroke antialiased area (in pixels).

fill (vec4): Fill color.


Outputs
-------
color (vec4): The final color.


"""
ANTIALIAS_FILLED = """
vec4 filled(float distance)
{
    vec4 frag_color;
    float t = $linewidth/2.0 - $antialias;
    float signed_distance = distance;
    float border_distance = abs(signed_distance) - t;
    float alpha = border_distance/$antialias;
    alpha = exp(-alpha*alpha);

    if( border_distance < 0.0 )
        frag_color = $fill;
    else if( signed_distance < 0.0 )
        frag_color = $fill;
    else
        frag_color = vec4($fill.rgb, alpha * $fill.a);

    return frag_color;
}
"""

# Copyright (c) 2014, <NAME>. All Rights Reserved.
# Distributed under the (new) BSD License.

"""Antialiasing GLSL functions."""


# -----------------------------------------------------------------------------
# Stroke
# -----------------------------------------------------------------------------

"""Compute antialiased fragment color for a stroke line.

Inputs
------

distance (float): Signed distance to border (in pixels).


Template variables
------------------

linewidth (float): Stroke line width (in pixels).

antialias (float): Stroke antialiased area (in pixels).

stroke (vec4): Stroke color.


Outputs
-------
color (vec4): The final color.


"""
ANTIALIAS_STROKE = """
vec4 stroke(float distance)
{
    vec4 frag_color;
    float t = $linewidth/2.0 - $antialias;
    float signed_distance = distance;
    float border_distance = abs(signed_distance) - t;
    float alpha = border_distance/$antialias;
    alpha = exp(-alpha*alpha);

    if( border_distance < 0.0 )
        frag_color = $stroke;
    else
        frag_color = vec4($stroke.rgb, $stroke.a * alpha);

    return frag_color;
}
"""


# -----------------------------------------------------------------------------
# Stroke
# -----------------------------------------------------------------------------

"""Compute antialiased fragment color for an outlined shape.

Inputs
------

distance (float): Signed distance to border (in pixels).


Template variables
------------------

linewidth (float): Stroke line width (in pixels).

antialias (float): Stroke antialiased area (in pixels).

stroke (vec4): Stroke color.

fill (vec4): Fill color.


Outputs
-------
color (vec4): The final color.


"""
ANTIALIAS_OUTLINE = """
vec4 outline(float distance)
{
    vec4 frag_color;
    float t = $linewidth/2.0 - $antialias;
    float signed_distance = distance;
    float border_distance = abs(signed_distance) - t;
    float alpha = border_distance/$antialias;
    alpha = exp(-alpha*alpha);

    if( border_distance < 0.0 )
        frag_color = $stroke;
    else if( signed_distance < 0.0 )
        frag_color = mix($fill, $stroke, sqrt(alpha));
    else
        frag_color = vec4($stroke.rgb, $stroke.a * alpha);
    return frag_color;
}
"""


# -----------------------------------------------------------------------------
# Filled
# -----------------------------------------------------------------------------

"""Compute antialiased fragment color for a filled shape.

Inputs
------

distance (float): Signed distance to border (in pixels).


Template variables
------------------

linewidth (float): Stroke line width (in pixels).

antialias (float): Stroke antialiased area (in pixels).

fill (vec4): Fill color.


Outputs
-------
color (vec4): The final color.


"""
ANTIALIAS_FILLED = """
vec4 filled(float distance)
{
    vec4 frag_color;
    float t = $linewidth/2.0 - $antialias;
    float signed_distance = distance;
    float border_distance = abs(signed_distance) - t;
    float alpha = border_distance/$antialias;
    alpha = exp(-alpha*alpha);

    if( border_distance < 0.0 )
        frag_color = $fill;
    else if( signed_distance < 0.0 )
        frag_color = $fill;
    else
        frag_color = vec4($fill.rgb, alpha * $fill.a);

    return frag_color;
}
"""
# Copyright (c) 2014, <NAME>. All Rights Reserved. # Distributed under the (new) BSD License. Antialiasing GLSL functions. # ----------------------------------------------------------------------------- # Stroke # ----------------------------------------------------------------------------- Compute antialiased fragment color for a stroke line.  Inputs ------  distance (float): Signed distance to border (in pixels).   Template variables ------------------  linewidth (float): Stroke line width (in pixels).  antialias (float): Stroke antialiased area (in pixels).  stroke (vec4): Stroke color.   Outputs ------- color (vec4): The final color. vec4 stroke(float distance) {     vec4 frag_color;     float t = $linewidth/2.0 - $antialias;     float signed_distance = distance;     float border_distance = abs(signed_distance) - t;     float alpha = border_distance/$antialias;     alpha = exp(-alpha*alpha);      if( border_distance < 0.0 )         frag_color = $stroke;     else         frag_color = vec4($stroke.rgb, $stroke.a * alpha);      return frag_color; } # ----------------------------------------------------------------------------- # Stroke # ----------------------------------------------------------------------------- Compute antialiased fragment color for an outlined shape.  Inputs ------  distance (float): Signed distance to border (in pixels).   Template variables ------------------  linewidth (float): Stroke line width (in pixels).  antialias (float): Stroke antialiased area (in pixels).  stroke (vec4): Stroke color.  fill (vec4): Fill color.   Outputs ------- color (vec4): The final color. vec4 outline(float distance) {     vec4 frag_color;     float t = $linewidth/2.0 - $antialias;     float signed_distance = distance;     float border_distance = abs(signed_distance) - t;     float alpha = border_distance/$antialias;     alpha = exp(-alpha*alpha);      if( border_distance < 0.0 )         frag_color = $stroke;     else if( signed_distance < 0.0 )         frag_color = mix($fill, $stroke, sqrt(alpha));     else         frag_color = vec4($stroke.rgb, $stroke.a * alpha);     return frag_color; } # ----------------------------------------------------------------------------- # Filled # ----------------------------------------------------------------------------- Compute antialiased fragment color for a filled shape.  Inputs ------  distance (float): Signed distance to border (in pixels).   Template variables ------------------  linewidth (float): Stroke line width (in pixels).  antialias (float): Stroke antialiased area (in pixels).  fill (vec4): Fill color.   Outputs ------- color (vec4): The final color. vec4 filled(float distance) {     vec4 frag_color;     float t = $linewidth/2.0 - $antialias;     float signed_distance = distance;     float border_distance = abs(signed_distance) - t;     float alpha = border_distance/$antialias;     alpha = exp(-alpha*alpha);      if( border_distance < 0.0 )         frag_color = $fill;     else if( signed_distance < 0.0 )         frag_color = $fill;     else         frag_color = vec4($fill.rgb, alpha * $fill.a);      return frag_color; }