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authorvaxerski <43317083+vaxerski@users.noreply.github.com>2022-06-03 18:45:18 +0200
committervaxerski <43317083+vaxerski@users.noreply.github.com>2022-06-03 18:45:18 +0200
commit10c2bd06863e2b85ff740b71fdd57f4ae8ea5cad (patch)
treecb4151de8a6490475df7afa333ed7dd9f5c27f6d /src/render/Shaders.hpp
parentf99ad521a47e834362de81cd45dc20b8148903bf (diff)
make shaders cleaner
Diffstat (limited to 'src/render/Shaders.hpp')
-rw-r--r--src/render/Shaders.hpp460
1 files changed, 73 insertions, 387 deletions
diff --git a/src/render/Shaders.hpp b/src/render/Shaders.hpp
index 2dbbee3f..d01e7775 100644
--- a/src/render/Shaders.hpp
+++ b/src/render/Shaders.hpp
@@ -2,45 +2,18 @@
#include <string>
-inline const std::string QUADVERTSRC = R"#(
-uniform mat3 proj;
-uniform vec4 color;
-attribute vec2 pos;
-attribute vec2 texcoord;
-varying vec4 v_color;
-varying vec2 v_texcoord;
-
-void main() {
- gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
- v_color = color;
- v_texcoord = texcoord;
-})#";
-
-inline const std::string QUADFRAGSRC = R"#(
-precision mediump float;
-varying vec4 v_color;
-varying vec2 v_texcoord;
-
-uniform vec2 topLeft;
-uniform vec2 bottomRight;
-uniform vec2 fullSize;
-uniform float radius;
-
-uniform int primitiveMultisample;
-
-void main() {
- if (radius == 0.0) {
- gl_FragColor = v_color;
- return;
- }
-
- vec2 pixCoord = fullSize * v_texcoord;
-
- if (pixCoord[0] < topLeft[0]) {
+inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
+ return R"#(
+ if (pixCoord[0] < topLeft[0]) {
// we're close left
if (pixCoord[1] < topLeft[1]) {
// top
+ if (ignoreCorners == 1) {
+ discard;
+ return;
+ }
+
float topLeftDistance = distance(topLeft, pixCoord);
if (topLeftDistance > radius - 1.0) {
@@ -61,13 +34,18 @@ void main() {
distances = distances / 4.0;
- gl_FragColor = v_color * distances;
+ gl_FragColor = )#" + colorVarName + R"#( * distances;
return;
}
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
+ if (ignoreCorners == 1) {
+ discard;
+ return;
+ }
+
float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
if (topLeftDistance > radius - 1.0) {
@@ -88,7 +66,7 @@ void main() {
distances = distances / 4.0;
- gl_FragColor = v_color * distances;
+ gl_FragColor = )#" + colorVarName + R"#( * distances;
return;
}
}
@@ -99,6 +77,11 @@ void main() {
if (pixCoord[1] < topLeft[1]) {
// top
+ if (ignoreCorners == 1) {
+ discard;
+ return;
+ }
+
float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
if (topLeftDistance > radius - 1.0) {
@@ -119,13 +102,18 @@ void main() {
distances = distances / 4.0;
- gl_FragColor = v_color * distances;
+ gl_FragColor = )#" + colorVarName + R"#( * distances;
return;
}
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
+ if (ignoreCorners == 1) {
+ discard;
+ return;
+ }
+
float topLeftDistance = distance(bottomRight, pixCoord);
if (topLeftDistance > radius - 1.0) {
@@ -146,12 +134,51 @@ void main() {
distances = distances / 4.0;
- gl_FragColor = v_color * distances;
+ gl_FragColor = )#" + colorVarName + R"#( * distances;
return;
}
}
}
}
+ )#";
+};
+
+inline const std::string QUADVERTSRC = R"#(
+uniform mat3 proj;
+uniform vec4 color;
+attribute vec2 pos;
+attribute vec2 texcoord;
+varying vec4 v_color;
+varying vec2 v_texcoord;
+
+void main() {
+ gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
+ v_color = color;
+ v_texcoord = texcoord;
+})#";
+
+inline const std::string QUADFRAGSRC = R"#(
+precision mediump float;
+varying vec4 v_color;
+varying vec2 v_texcoord;
+
+uniform vec2 topLeft;
+uniform vec2 bottomRight;
+uniform vec2 fullSize;
+uniform float radius;
+
+uniform int primitiveMultisample;
+uniform int ignoreCorners;
+
+void main() {
+ if (radius == 0.0) {
+ gl_FragColor = v_color;
+ return;
+ }
+
+ vec2 pixCoord = fullSize * v_texcoord;
+
+ )#" + ROUNDED_SHADER_FUNC("v_color") + R"#(
gl_FragColor = v_color;
})#";
@@ -181,6 +208,7 @@ uniform float radius;
uniform int discardOpaque;
uniform int primitiveMultisample;
+uniform int ignoreCorners;
void main() {
@@ -193,122 +221,8 @@ void main() {
vec2 pixCoord = fullSize * v_texcoord;
- if (pixCoord[0] < topLeft[0]) {
- // we're close left
- if (pixCoord[1] < topLeft[1]) {
- // top
-
- float topLeftDistance = distance(topLeft, pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(topLeft, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(topLeft, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(topLeft, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(topLeft, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- gl_FragColor = pixColor * distances;
- return;
- }
- }
- } else if (pixCoord[1] > bottomRight[1]) {
- // bottom
-
- float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- gl_FragColor = pixColor * distances;
- return;
- }
- }
- }
- }
- else if (pixCoord[0] > bottomRight[0]) {
- // we're close right
- if (pixCoord[1] < topLeft[1]) {
- // top
-
- float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- gl_FragColor = pixColor * distances;
- return;
- }
- }
- } else if (pixCoord[1] > bottomRight[1]) {
- // bottom
-
- float topLeftDistance = distance(bottomRight, pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(bottomRight, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(bottomRight, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(bottomRight, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(bottomRight, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- gl_FragColor = pixColor * distances;
- return;
- }
- }
- }
- }
+ )#" + ROUNDED_SHADER_FUNC("pixColor") +
+ R"#(
gl_FragColor = pixColor * alpha;
})#";
@@ -327,6 +241,7 @@ uniform float radius;
uniform int discardOpaque;
uniform int primitiveMultisample;
+uniform int ignoreCorners;
void main() {
@@ -339,122 +254,7 @@ void main() {
vec2 pixCoord = fullSize * v_texcoord;
- if (pixCoord[0] < topLeft[0]) {
- // we're close left
- if (pixCoord[1] < topLeft[1]) {
- // top
-
- float topLeftDistance = distance(topLeft, pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(topLeft, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(topLeft, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(topLeft, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(topLeft, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- gl_FragColor = pixColor * distances;
- return;
- }
- }
- } else if (pixCoord[1] > bottomRight[1]) {
- // bottom
-
- float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- gl_FragColor = pixColor * distances;
- return;
- }
- }
- }
- }
- else if (pixCoord[0] > bottomRight[0]) {
- // we're close right
- if (pixCoord[1] < topLeft[1]) {
- // top
-
- float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- gl_FragColor = pixColor * distances;
- return;
- }
- }
- } else if (pixCoord[1] > bottomRight[1]) {
- // bottom
-
- float topLeftDistance = distance(bottomRight, pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(bottomRight, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(bottomRight, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(bottomRight, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(bottomRight, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- gl_FragColor = pixColor * distances;
- return;
- }
- }
- }
- }
+ )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
gl_FragColor = pixColor * alpha;
})#";
@@ -522,6 +322,7 @@ uniform float radius;
uniform int discardOpaque;
uniform int primitiveMultisample;
+uniform int ignoreCorners;
void main() {
@@ -534,122 +335,7 @@ void main() {
vec2 pixCoord = fullSize * v_texcoord;
- if (pixCoord[0] < topLeft[0]) {
- // we're close left
- if (pixCoord[1] < topLeft[1]) {
- // top
-
- float topLeftDistance = distance(topLeft, pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(topLeft, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(topLeft, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(topLeft, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(topLeft, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- gl_FragColor = pixColor * distances;
- return;
- }
- }
- } else if (pixCoord[1] > bottomRight[1]) {
- // bottom
-
- float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- gl_FragColor = pixColor * distances;
- return;
- }
- }
- }
- }
- else if (pixCoord[0] > bottomRight[0]) {
- // we're close right
- if (pixCoord[1] < topLeft[1]) {
- // top
-
- float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- gl_FragColor = pixColor * distances;
- return;
- }
- }
- } else if (pixCoord[1] > bottomRight[1]) {
- // bottom
-
- float topLeftDistance = distance(bottomRight, pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(bottomRight, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(bottomRight, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(bottomRight, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(bottomRight, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- gl_FragColor = pixColor * distances;
- return;
- }
- }
- }
- }
+ )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
gl_FragColor = pixColor * alpha;
})#";