diff options
| author | vaxerski <43317083+vaxerski@users.noreply.github.com> | 2022-06-25 20:28:40 +0200 |
|---|---|---|
| committer | vaxerski <43317083+vaxerski@users.noreply.github.com> | 2022-06-25 20:28:40 +0200 |
| commit | 747ff3369d6377628e3e27e3b108c8d61cbc5733 (patch) | |
| tree | f4b1e1bbc12c6ff162a18bcf94d96b9c932f1baf /src/render/Shaders.hpp | |
| parent | b46f45befab6e2aa6daba76ec04cec4286eec56b (diff) | |
added drop shadows
Diffstat (limited to 'src/render/Shaders.hpp')
| -rw-r--r-- | src/render/Shaders.hpp | 341 |
1 files changed, 2 insertions, 339 deletions
diff --git a/src/render/Shaders.hpp b/src/render/Shaders.hpp index d01e7775..ac7f9424 100644 --- a/src/render/Shaders.hpp +++ b/src/render/Shaders.hpp @@ -1,341 +1,4 @@ #pragma once -#include <string> - -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) { - 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 = )#" + 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) { - 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 = )#" + colorVarName + R"#( * distances; - return; - } - } - } - } - else if (pixCoord[0] > bottomRight[0]) { - // we're close right - 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) { - 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 = )#" + 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) { - 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 = )#" + 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; -})#"; - -inline const std::string TEXVERTSRC = R"#( -uniform mat3 proj; -attribute vec2 pos; -attribute vec2 texcoord; -varying vec2 v_texcoord; - -void main() { - gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); - v_texcoord = texcoord; -})#"; - -inline const std::string TEXFRAGSRCRGBA = R"#( -precision mediump float; -varying vec2 v_texcoord; // is in 0-1 -uniform sampler2D tex; -uniform float alpha; - -uniform vec2 topLeft; -uniform vec2 bottomRight; -uniform vec2 fullSize; -uniform float radius; - -uniform int discardOpaque; - -uniform int primitiveMultisample; -uniform int ignoreCorners; - -void main() { - - vec4 pixColor = texture2D(tex, v_texcoord); - - if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) { - discard; - return; - } - - vec2 pixCoord = fullSize * v_texcoord; - - )#" + ROUNDED_SHADER_FUNC("pixColor") + - R"#( - - gl_FragColor = pixColor * alpha; -})#"; - -inline const std::string TEXFRAGSRCRGBX = R"#( -precision mediump float; -varying vec2 v_texcoord; -uniform sampler2D tex; -uniform float alpha; - -uniform vec2 topLeft; -uniform vec2 bottomRight; -uniform vec2 fullSize; -uniform float radius; - -uniform int discardOpaque; - -uniform int primitiveMultisample; -uniform int ignoreCorners; - -void main() { - - if (discardOpaque == 1 && alpha == 1.0) { - discard; - return; - } - - vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0); - - vec2 pixCoord = fullSize * v_texcoord; - - )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( - - gl_FragColor = pixColor * alpha; -})#"; - -inline const std::string FRAGBLUR1 = R"#( -#version 100 -precision mediump float; -varying mediump vec2 v_texcoord; // is in 0-1 -uniform sampler2D tex; - -uniform float radius; -uniform vec2 halfpixel; - -void main() { - vec2 uv = v_texcoord * 2.0; - - vec4 sum = texture2D(tex, uv) * 4.0; - sum += texture2D(tex, uv - halfpixel.xy * radius); - sum += texture2D(tex, uv + halfpixel.xy * radius); - sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius); - sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius); - gl_FragColor = sum / 8.0; -} -)#"; - -inline const std::string FRAGBLUR2 = R"#( -#version 100 -precision mediump float; -varying mediump vec2 v_texcoord; // is in 0-1 -uniform sampler2D tex; - -uniform float radius; -uniform vec2 halfpixel; - -void main() { - vec2 uv = v_texcoord / 2.0; - - vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius); - - sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0; - sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius); - sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0; - sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius); - sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0; - sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius); - sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0; - - gl_FragColor = sum / 12.0; -} -)#"; - -inline const std::string TEXFRAGSRCEXT = R"#( -#extension GL_OES_EGL_image_external : require - -precision mediump float; -varying vec2 v_texcoord; -uniform samplerExternalOES texture0; -uniform float alpha; - -uniform vec2 topLeft; -uniform vec2 bottomRight; -uniform vec2 fullSize; -uniform float radius; - -uniform int discardOpaque; - -uniform int primitiveMultisample; -uniform int ignoreCorners; - -void main() { - - vec4 pixColor = texture2D(texture0, v_texcoord); - - if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) { - discard; - return; - } - - vec2 pixCoord = fullSize * v_texcoord; - - )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( - - gl_FragColor = pixColor * alpha; -})#"; +#include "shaders/Textures.hpp" +#include "shaders/Shadow.hpp"
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