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path: root/src/jogl/classes/jogamp/graph/curve/opengl/shader/attributes.glsl
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* Graph Clipping: GLSL: Add `USE_AABBOX_CLIPPING`, i.e. clipping via AABBox ↵Sven Göthel2024-01-091-0/+1
| | | | | | | | | | | | | | | min/max vec3 as convenient using Graph/GraphUI produced AABBox USE_AABBOX_CLIPPING - Conditional compilation w/ macro 'USE_AABBOX_CLIPPING' - gcv_ClipBBoxCoord smooth varying setup in vertex shader - fragment shader clips via branch if( is_inside(gcv_ClipBBoxCoord, gcu_ClipBBox[0], gcu_ClipBBox[1]) < 0.5 ) { CLIP } - clipping via discard or alpha=0 in case of buggy-discard. Other optimization: - Drop gcv_ColorTexExt, fragment-shader uses gcu_ColorTexBBox[2] directly (flat) - Simplified gcv_ColorTexCoord smooth varying equation in vertex shader.
* Bug 801: WIP 1/2 - Add color attribute; Switch Shader instead of branching ↵Sven Gothel2014-04-011-5/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | in shader; Update attributes and uniforms manually, drop ShaderState; - ShaderCode - add int insertShaderSource(int shaderIdx, int position, Class<?> context, String path) - insertShaderSource(..): pos==-1 -> append code - VectorUtil - add isVec3InTriangle3(..., float epsilon) - add testSeg2SegIntersection(..., float epsilon) - add testTri2SegIntersection(..., float epsilon) - AffineTransform: Return result for chaining - Font - Add pixel precise 'getPointsBounds(final AffineTransform transform, CharSequence string, float pixelSize)' - Rename getString*() -> getMetric*() - OTGlyph: Release _points field, no more used - - Graph Triangulation - Count additional vertices in: Triangulator, CDTriangulator2D - OutlineShape: - Allow skipping of 'transformOutlines2Quadratic', i.e. allow tagging OutlineShape to be quadratic_nurbs via 'setIsQuadraticNurbs()' - Clarify cleanup ot outlines in same method 'cleanupOutlines()' - Count additional vertices .. - Graph Shader: - Start splitting and segmenting shader code for: - pass1 / pass2 - features, i.e. sampleCont, color-channel, ..
* Bug 801: Revise Graph VBAA (Add border dropping MSAA; Test diff. AA modes ↵Sven Gothel2014-03-221-1/+14
| | | | | | | | | | | | | | | | | | | | incl. FXAA2) ; Test exp. LineAA ; Misc Changes - Revise VBAA - Add border to FBO dropping MSAA - This automatically gives AA for edges on FBO boundary - Correcting ceil-diff, use object-diff instead of win-diff (diff := ceil(a)-a, w/ float a) - Reorg shader - using includes to test diff. AA modes: - [poles, wholeedge] * [equalweight, propweight] - fxaa2 - Exp. LineAA (disabled) - Test ROESSLER-2012-OGLES for detected rectangles only - Test boundary line detection See screenshots: <http://jogamp.org/files/screenshots/graphui/20140322/>
* tegra2: split fragment shaders into two (a - 1st pass, b - 2nd pass) ; ↵Rami Santina2011-10-021-2/+0
| | | | | | | | | | | | disabled discard - 1st pass (a) and 2nd pass (b), split at branch. - all include are on one level. - disabled discard, as it seems to be problematic Todo: - verify discard / pass-split on tegra2 - refect second pass usage (b) in implementation
* Graph GLSL: Use global precicision settings enhancing readabilitySven Gothel2011-09-301-5/+5
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* Graph Shader: def. GRAPHP to easily change precision, set to mediump; Add ↵Sven Gothel2011-07-311-5/+5
| | | | precision for all vars.
* Graph: Fix AMD shader complain (version) ; No Attributes in fragment program ↵Sven Gothel2011-04-241-1/+2
| | | | ; Disable FPS draw at start
* Refactored graph: Reduce/remove data copy/recreation; Shader cleanupSven Gothel2011-04-231-0/+12
- Pass the current GL context object where it's required - Introduce RenderState (which has ShaderState) to acquire/change shader related data (Region) - Shader Cleanup: User import for common stuff; use req. version - Reduce/remove data copy/recreation in *Region implementation - UI/RIButton: Use defaults I like :)