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path: root/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01.fp
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//Copyright 2010 JogAmp Community. All rights reserved.
//#version 100

uniform float p1y;
uniform float g_alpha;
uniform vec3 g_color;
uniform float a_strength;

varying vec2 v_texCoord;

vec3 b_color = vec3(0.0, 0.0, 0.0);

uniform sampler2D texture;
vec4 weights = vec4(0.075, 0.06, 0.045, 0.025);

void main (void)
{
    vec2 rtex = vec2(abs(v_texCoord.x),abs(v_texCoord.y));
    vec3 c = g_color;
    
    float alpha = 0.0;
    
    if((v_texCoord.x == 0.0) && (v_texCoord.y == 0.0)){
         alpha = g_alpha;
    }
    else if((v_texCoord.x >= 5.0)){
        vec2 dfx = dFdx(v_texCoord);
        vec2 dfy = dFdy(v_texCoord);
        
        vec2 size = 1.0/textureSize(texture,0); //version 130
        rtex -= 5.0;
        vec4 t = texture2D(texture, rtex)* 0.18;

        t += texture2D(texture, rtex + size*(vec2(1, 0)))*weights.x;
        t += texture2D(texture, rtex - size*(vec2(1, 0)))*weights.x;
        t += texture2D(texture, rtex + size*(vec2(0, 1)))*weights.x;
        t += texture2D(texture, rtex - size*(vec2(0, 1)))*weights.x;
        
        t += texture2D(texture, rtex + 2.0*size*(vec2(1, 0))) *weights.y;
        t += texture2D(texture, rtex - 2.0*size*(vec2(1, 0)))*weights.y;
        t += texture2D(texture, rtex + 2.0*size*(vec2(0, 1)))*weights.y; 
        t += texture2D(texture, rtex - 2.0*size*(vec2(0, 1)))*weights.y;
        
        t += texture2D(texture, rtex + 3.0*size*(vec2(1, 0))) *weights.z;
        t += texture2D(texture, rtex - 3.0*size*(vec2(1, 0)))*weights.z;
        t += texture2D(texture, rtex + 3.0*size*(vec2(0, 1)))*weights.z;
        t += texture2D(texture, rtex - 3.0*size*(vec2(0, 1)))*weights.z;
        
        t += texture2D(texture, rtex + 4.0*size*(vec2(1, 0))) *weights.w;
        t += texture2D(texture, rtex - 4.0*size*(vec2(1, 0)))*weights.w;
        t += texture2D(texture, rtex + 4.0*size*(vec2(0, 1)))*weights.w;
        t += texture2D(texture, rtex - 4.0*size*(vec2(0, 1)))*weights.w;
        
        if(t.w == 0.0){
            discard;
        }
        
        c = t.xyz;
        alpha = g_alpha* t.w;
    }
    ///////////////////////////////////////////////////////////
    else if ((v_texCoord.x > 0.0) && (rtex.y > 0.0 || rtex.x == 1.0)){
          vec2 dtx = dFdx(rtex);
          vec2 dty = dFdy(rtex);
          
          rtex.y -= 0.1;
          
          if(rtex.y < 0.0) {
              if(v_texCoord.y < 0.0)
                  discard;
              else{
                  rtex.y = 0.0;
              }
          }
          
          vec2 f = vec2((dtx.y - dtx.x + 2.0*rtex.x*dtx.x), (dty.y - dty.x + 2.0*rtex.x*dty.x));
          float position = rtex.y - (rtex.x * (1.0 - rtex.x));
          float d = position/(length(f));

        float a = (0.5 - d * sign(v_texCoord.y));  
        
        if (a >= 1.0)  { 
            alpha = g_alpha;
        }  
          else if (a <= 0.0) {
               alpha = 0.0;//discard;
           }
          else {           
            alpha = g_alpha*a;
            mix(b_color,g_color, a);
        }
    }
    
    gl_FragColor = vec4(c, alpha);
}