diff options
| author | vaxerski <43317083+vaxerski@users.noreply.github.com> | 2022-06-02 22:58:54 +0200 |
|---|---|---|
| committer | vaxerski <43317083+vaxerski@users.noreply.github.com> | 2022-06-02 22:58:54 +0200 |
| commit | e11cb8b328ff2ed9459f12319808226d3b900aa2 (patch) | |
| tree | 8c8c194a300c928b98e53738bbc291682fab281d /src/render/Shaders.hpp | |
| parent | 7b568d7ad8989718a3f1fa9e23d366154ff1962b (diff) | |
Added antialiasing to outer edges
simplified, stupidly fast MSAA for rounded edges
Diffstat (limited to 'src/render/Shaders.hpp')
| -rw-r--r-- | src/render/Shaders.hpp | 444 |
1 files changed, 395 insertions, 49 deletions
diff --git a/src/render/Shaders.hpp b/src/render/Shaders.hpp index 11d40913..2dbbee3f 100644 --- a/src/render/Shaders.hpp +++ b/src/render/Shaders.hpp @@ -26,6 +26,8 @@ uniform vec2 bottomRight; uniform vec2 fullSize; uniform float radius; +uniform int primitiveMultisample; + void main() { if (radius == 0.0) { gl_FragColor = v_color; @@ -38,15 +40,57 @@ void main() { // we're close left if (pixCoord[1] < topLeft[1]) { // top - if (distance(topLeft, pixCoord) > radius) { - 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 = v_color * distances; + return; + } } } else if (pixCoord[1] > bottomRight[1]) { // bottom - if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) { - 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 = v_color * distances; + return; + } } } } @@ -54,15 +98,57 @@ void main() { // we're close right if (pixCoord[1] < topLeft[1]) { // top - if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) { - 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 = v_color * distances; + return; + } } } else if (pixCoord[1] > bottomRight[1]) { // bottom - if (distance(bottomRight, pixCoord) > radius) { - 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 = v_color * distances; + return; + } } } } @@ -94,6 +180,8 @@ uniform float radius; uniform int discardOpaque; +uniform int primitiveMultisample; + void main() { vec4 pixColor = texture2D(tex, v_texcoord); @@ -109,15 +197,57 @@ void main() { // we're close left if (pixCoord[1] < topLeft[1]) { // top - if (distance(topLeft, pixCoord) > radius) { - 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 = pixColor * distances; + return; + } } } else if (pixCoord[1] > bottomRight[1]) { // bottom - if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) { - 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 = pixColor * distances; + return; + } } } } @@ -125,15 +255,57 @@ void main() { // we're close right if (pixCoord[1] < topLeft[1]) { // top - if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) { - 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 = pixColor * distances; + return; + } } } else if (pixCoord[1] > bottomRight[1]) { // bottom - if (distance(bottomRight, pixCoord) > radius) { - 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 = pixColor * distances; + return; + } } } } @@ -154,12 +326,16 @@ uniform float radius; uniform int discardOpaque; +uniform int primitiveMultisample; + 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; @@ -167,15 +343,57 @@ void main() { // we're close left if (pixCoord[1] < topLeft[1]) { // top - if (distance(topLeft, pixCoord) > radius) { - 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 = pixColor * distances; + return; + } } } else if (pixCoord[1] > bottomRight[1]) { // bottom - if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) { - 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 = pixColor * distances; + return; + } } } } @@ -183,20 +401,62 @@ void main() { // we're close right if (pixCoord[1] < topLeft[1]) { // top - if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) { - 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 = pixColor * distances; + return; + } } } else if (pixCoord[1] > bottomRight[1]) { // bottom - if (distance(bottomRight, pixCoord) > radius) { - 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 = pixColor * distances; + return; + } } } } - gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha; + gl_FragColor = pixColor * alpha; })#"; inline const std::string FRAGBLUR1 = R"#( @@ -261,6 +521,8 @@ uniform float radius; uniform int discardOpaque; +uniform int primitiveMultisample; + void main() { vec4 pixColor = texture2D(texture0, v_texcoord); @@ -276,15 +538,57 @@ void main() { // we're close left if (pixCoord[1] < topLeft[1]) { // top - if (distance(topLeft, pixCoord) > radius) { - 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 = pixColor * distances; + return; + } } } else if (pixCoord[1] > bottomRight[1]) { // bottom - if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) { - 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 = pixColor * distances; + return; + } } } } @@ -292,15 +596,57 @@ void main() { // we're close right if (pixCoord[1] < topLeft[1]) { // top - if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) { - 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 = pixColor * distances; + return; + } } } else if (pixCoord[1] > bottomRight[1]) { // bottom - if (distance(bottomRight, pixCoord) > radius) { - 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 = pixColor * distances; + return; + } } } } |
