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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
Created on Mon Aug 5 14:48:00 2019
Collection of shaders necessary to draw all elements of the graph.
@author: pavel
"""
from vispy import gloo, app, scene
#shaders for drawing nodes
vert = """
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// Uniforms
// ------------------------------------
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uniform float u_size;
uniform float u_antialias;
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uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_projection;
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//uniform vec3 u_graph_size;
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uniform bool u_picking;
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// Attributes
// ------------------------------------
attribute vec3 a_position;
attribute vec4 a_fg_color;
attribute vec4 a_bg_color;
attribute float a_linewidth;
attribute float a_size;
attribute vec4 a_unique_id;
attribute float a_selection;
// Varyings
// ------------------------------------
varying vec4 v_fg_color;
varying vec4 v_bg_color;
varying float v_size;
varying float v_linewidth;
varying float v_antialias;
varying vec4 v_unique_id;
varying float v_selection;
varying float v_zoom_level;
void main (void) {
v_size = a_size * u_size;
v_linewidth = a_linewidth;
v_antialias = u_antialias;
v_fg_color = a_fg_color;
v_bg_color = a_bg_color;
gl_Position = u_projection * u_view * u_model *
vec4(a_position*u_size,1.0);
gl_PointSize = v_size + 2*(v_linewidth + 1.5*v_antialias);
v_zoom_level = u_view[0][0];
v_unique_id = a_unique_id;
v_selection = a_selection;
}
"""
frag = """
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// Constants
// ------------------------------------
uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_projection;
uniform float u_antialias;
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uniform bool u_picking;
// Varyings
// ------------------------------------
varying vec4 v_fg_color;
varying vec4 v_bg_color;
varying float v_size;
varying float v_linewidth;
varying float v_antialias;
varying vec4 v_unique_id;
varying float v_zoom_level;
varying float v_selection;
// Functions
// ------------------------------------
float marker(vec2 P, float size);
float new_alpha(float zoom_level);
// Main
// ------------------------------------
void main()
{
if(!u_picking)
{
float size = v_size + 2*(v_linewidth + 1.5*v_antialias);
float t = v_linewidth/2.0-v_antialias;
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vec2 p = (gl_PointCoord.xy - vec2(0.5,0.5))*size;
float r = length(p);
r -= v_size/2;
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float d = abs(r) - t;
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if( r > (v_linewidth/3.0+v_antialias))
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{
discard;
}
else if( d < 0.0 )
{
if(v_zoom_level < 0.0010)
{
float alpha = d/v_antialias;
alpha = new_alpha(v_zoom_level);
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gl_FragColor = mix(vec4(1,1,1,0.9), v_bg_color, max(1.0-alpha, 0.3));
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}
else
{
if(v_selection == 1.0)
gl_FragColor = vec4(1.0, 0.0, 0.0, v_fg_color.a);
else if(v_selection == 2.0)
gl_FragColor = vec4(0.0, 1.0, 0.0, v_fg_color.a);
else
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gl_FragColor = vec4(v_fg_color.rgb, v_bg_color.a);
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}
}
else
{
float alpha = d/v_antialias;
if(v_zoom_level < 0.0010)
alpha = new_alpha(v_zoom_level);
else
alpha = exp(-alpha*alpha);
if (r > 0 && v_zoom_level >= 0.0010)
gl_FragColor = vec4(v_fg_color.rgb, alpha*v_fg_color.a);
else
if(v_zoom_level < 0.0010)
if(vec3(gl_Color.rgb) != vec3(v_bg_color.rgb))
gl_FragColor = mix(vec4(1,1,1,0.9), v_bg_color, max(1.0-alpha, 0.3));
else
gl_FragColor = vec4(gl_Color.rgb, max(1.0-alpha, 0.1));
else
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{
//gl_FragColor = mix(v_bg_color, v_fg_color, alpha); vec3 color = vec3(1.0, 0.0, 0.0);
vec3 normal = normalize(vec3(p.xy, d));
vec3 direction = normalize(vec3(1.0, 1.0, 5.0));
float diffuse = max(0.0, dot(direction, normal));
float specular = pow(diffuse, 24.0);
gl_FragColor = mix(vec4(max(diffuse*v_bg_color.rgb, specular*vec3(0.7)), 1.0), v_fg_color, alpha);
}
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}
} else {
float size = v_size +2*(v_linewidth + 1.5*v_antialias);
float t = v_linewidth/2.0-v_antialias;
// The marker function needs to be linked with this shader
float r = marker(gl_PointCoord, size);
float d = abs(r) - t;
float alpha = d/v_antialias;
if(v_zoom_level < 0.0010)
alpha = new_alpha(v_zoom_level);
else
alpha = exp(-alpha*alpha);
if(r > 0)
gl_FragColor = v_unique_id;
else
gl_FragColor = v_unique_id;
}
}
float marker(vec2 P, float size)
{
float r = length((P.xy - vec2(0.5,0.5))*size);
r -= v_size/2;
return r;
}
float new_alpha(float zoom_level)
{
float val = (zoom_level - 0.0010)/(0.00075-0.0010);
if(val < 0)
{
val = 0;
}
return val;
}
"""
#Shaders for the lines between the nodes
vs = """
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// Uniforms
// ------------------------------------
uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_projection;
// Attributes
// ------------------------------------
attribute vec3 a_position;
attribute vec2 a_normal;
attribute vec4 a_fg_color;
attribute float a_linewidth;
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// Varyings
// ------------------------------------
varying vec4 v_fg_color;
varying float v_zoom_level;
varying vec2 v_normal;
varying float v_linewidth;
void main() {
vec3 delta = vec3(a_normal*a_linewidth/(1-u_view[0][0]), 0);
//vec4 pos = u_model * u_view * vec4(a_position, 1.0);
//gl_Position = u_projection * (pos + vec4(delta, 1.0));
gl_Position = u_model * u_view * u_projection * vec4(a_position+delta, 1.0);
//gl_Position = u_projection * u_view * u_model *
// vec4(a_position, 1.0);
v_zoom_level = u_view[0][0];
v_fg_color = a_fg_color;
v_normal = a_normal;
v_linewidth = a_linewidth;
}
"""
fs = """
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// Varying
// ------------------------------------
varying vec4 v_fg_color;
varying float v_zoom_level;
varying vec2 v_normal;
varying float v_linewidth;
float new_alpha(float zoom_level);
void main()
{
float l = length(v_normal);
float feather = 0.5;
float alpha = 1.0;
if(l > v_linewidth/2.0+feather)
discard;
else
alpha = 0.5;
if(v_zoom_level < 0.0010)
alpha = new_alpha(v_zoom_level);
gl_FragColor = vec4(v_fg_color.rgb, alpha);
}
float new_alpha(float zoom_level)
{
float val = (zoom_level-0.00075)/(0.0010-0.00075);
if(val < 0.)
{
val = 0.;
}
return val;
}
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"""
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