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@ -12,7 +12,6 @@ const sdf_vs_src = `#version 300 es
@@ -12,7 +12,6 @@ const sdf_vs_src = `#version 300 es
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uniform int u_stroke_count; |
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uniform int u_stroke_texture_size; |
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uniform highp usampler2D u_stroke_data; |
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uniform float u_fixed_pixel_width; |
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uniform int u_circle_points; |
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out vec3 v_color; |
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@ -34,10 +33,6 @@ const sdf_vs_src = `#version 300 es
@@ -34,10 +33,6 @@ const sdf_vs_src = `#version 300 es
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uvec4 stroke_data = texelFetch(u_stroke_data, ivec2(stroke_data_x, stroke_data_y), 0); |
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float radius = float(stroke_data.w); |
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if (u_fixed_pixel_width > 0.0) { |
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radius = u_fixed_pixel_width / u_scale.x; |
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} |
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vec2 pos; |
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if (vertex_index < u_circle_points) { |
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@ -88,7 +83,7 @@ const sdf_fs_src = `#version 300 es
@@ -88,7 +83,7 @@ const sdf_fs_src = `#version 300 es
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void main() { |
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if (u_debug_mode == 0) { |
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float alpha = 0.5; |
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float alpha = 0.75; |
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FragColor = vec4(v_color * alpha, alpha); |
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} else { |
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FragColor = vec4(0.2, 0.0, 0.0, 0.2); |
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@ -327,10 +322,8 @@ function init_webgl(state, context) {
@@ -327,10 +322,8 @@ function init_webgl(state, context) {
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gl.enable(gl.BLEND); |
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); |
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/* |
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gl.enable(gl.DEPTH_TEST); |
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gl.depthFunc(gl.NOTEQUAL); |
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*/ |
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context.gpu_timer_ext = gl.getExtension('EXT_disjoint_timer_query_webgl2'); |
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if (context.gpu_timer_ext === null) { |
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