1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83
|
/**
* Copyright (c) Vispy Development Team
* Distributed under the (new) BSD License. See LICENSE.txt for more info.
*
* This file contains the vertex shader template for arrow heads.
*
* Variables
* ---------
* $transform
* Projection matrix of vertex to the screen
*
* Attributes
* ----------
* v1
* The first vertex of the arrow body
* v2
* The second vertex of the arrow body. This will also be the center
* location of the arrow head. Using v1, we determine a direction vector
* to automatically determine the orientation.
* size
* Size of the arrow head in pixels
* color
* The color of the arrow head
* v_linewidth
* The width for the stroke or outline of the shape.
*
* Varyings
* --------
* v_size
* The arrow head size in pixels
* v_point_size
* The actual size of the point used for drawing. This is larger than the
* given arrow head size to make sure rotating goes well, and allows some
* space for anti-aliasing.
* v_color
* The color for the arrow head
* v_orientation
* A direction vector for the orientation of the arrow head
* v_antialias
* Anti-alias width
* v_linewidth
* Width for the stroke or outline of the shape.
*/
#include "math/constants.glsl"
// Uniforms
// ------------------------------------
uniform float antialias;
// Attributes
// ------------------------------------
attribute vec4 v1;
attribute vec4 v2;
attribute float size;
attribute vec4 color;
attribute float linewidth;
// Varyings
// ------------------------------------
varying float v_size;
varying float v_point_size;
varying vec4 v_color;
varying vec3 v_orientation;
varying float v_antialias;
varying float v_linewidth;
// Main (hooked)
// ------------------------------------
void main (void)
{
v_size = size;
v_point_size = M_SQRT2 * size + 2.0 * (linewidth + 2.0*antialias);
v_antialias = antialias;
v_color = color;
v_linewidth = linewidth;
vec3 body = $transform(v2).xyz - $transform(v1).xyz;
v_orientation = (body / length(body));
gl_Position = $transform(v2);
gl_PointSize = v_point_size;
}
|