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| author | Vaxry <43317083+vaxerski@users.noreply.github.com> | 2022-10-04 14:17:16 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-10-04 14:17:16 +0100 |
| commit | 7bdfdaa28a4d107b1a9c9260837f81001000e697 (patch) | |
| tree | dba7073b6013ade9213387355c7e910019d40d18 /src/render/shaders | |
| parent | a80e0cecfed48fbe61058015ad77653e0f48dff0 (diff) | |
| parent | c6333ba79683792a6802606d524636649917ee7d (diff) | |
Merge pull request #742 from Dickby/rework_rounding_shader
Rework rounding shader
Diffstat (limited to 'src/render/shaders')
| -rw-r--r-- | src/render/shaders/Textures.hpp | 272 |
1 files changed, 73 insertions, 199 deletions
diff --git a/src/render/shaders/Textures.hpp b/src/render/shaders/Textures.hpp index 3ec099ab..94abeb0d 100644 --- a/src/render/shaders/Textures.hpp +++ b/src/render/shaders/Textures.hpp @@ -3,140 +3,38 @@ #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; - - )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances; - } - } - } 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; - - )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances; - } - } - } - } - 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; - - )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances; - } - } - } 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; - - )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances; - } - } - } - } - )#"; + return R"#( + + // branchless baby! + highp vec2 pixCoord = vec2(gl_FragCoord); + pixCoord -= topLeft + fullSize * 0.5; + pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0; + pixCoord -= fullSize * 0.5 - radius; + + if (pixCoord.x + pixCoord.y > radius) { + + float dist = length(pixCoord); + + if (dist > radius) + discard; + + if (primitiveMultisample == 1 && dist > radius - 1.0) { + float distances = 0.0; + distances += float(length(pixCoord + vec2(0.25, 0.25)) < radius); + distances += float(length(pixCoord + vec2(0.75, 0.25)) < radius); + distances += float(length(pixCoord + vec2(0.25, 0.75)) < radius); + distances += float(length(pixCoord + vec2(0.75, 0.75)) < radius); + + if (distances == 0.0) + discard; + + distances /= 4.0; + + )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances; + } + + } +)#"; }; inline const std::string QUADVERTSRC = R"#( @@ -159,26 +57,20 @@ 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; - } - - vec4 pixColor = v_color; - vec2 pixCoord = fullSize * v_texcoord; + vec4 pixColor = v_color; + if (radius > 0.0) { )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( + } - gl_FragColor = pixColor; + gl_FragColor = pixColor; })#"; inline const std::string TEXVERTSRC = R"#( @@ -188,8 +80,8 @@ attribute vec2 texcoord; varying vec2 v_texcoord; void main() { - gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); - v_texcoord = texcoord; + gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); + v_texcoord = texcoord; })#"; inline const std::string TEXFRAGSRCRGBA = R"#( @@ -199,7 +91,6 @@ uniform sampler2D tex; uniform float alpha; uniform vec2 topLeft; -uniform vec2 bottomRight; uniform vec2 fullSize; uniform float radius; @@ -209,29 +100,24 @@ uniform int applyTint; uniform vec3 tint; uniform int primitiveMultisample; -uniform int ignoreCorners; void main() { - vec4 pixColor = texture2D(tex, v_texcoord); + vec4 pixColor = texture2D(tex, v_texcoord); - if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) { - discard; - return; - } + if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) + discard; - if (applyTint == 1) { - pixColor[0] = pixColor[0] * tint[0]; - pixColor[1] = pixColor[1] * tint[1]; - pixColor[2] = pixColor[2] * tint[2]; - } - vec2 pixCoord = fullSize * v_texcoord; + if (applyTint == 1) { + pixColor[0] = pixColor[0] * tint[0]; + pixColor[1] = pixColor[1] * tint[1]; + pixColor[2] = pixColor[2] * tint[2]; + } - )#" + ROUNDED_SHADER_FUNC("pixColor") + - R"#( + )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( - gl_FragColor = pixColor * alpha; + gl_FragColor = pixColor * alpha; })#"; inline const std::string TEXFRAGSRCRGBX = R"#( @@ -241,7 +127,6 @@ uniform sampler2D tex; uniform float alpha; uniform vec2 topLeft; -uniform vec2 bottomRight; uniform vec2 fullSize; uniform float radius; @@ -251,29 +136,23 @@ uniform int applyTint; uniform vec3 tint; 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); + if (discardOpaque == 1 && alpha == 1.0) + discard; - if (applyTint == 1) { - pixColor[0] = pixColor[0] * tint[0]; - pixColor[1] = pixColor[1] * tint[1]; - pixColor[2] = pixColor[2] * tint[2]; - } + vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0); - vec2 pixCoord = fullSize * v_texcoord; + if (applyTint == 1) { + pixColor[0] = pixColor[0] * tint[0]; + pixColor[1] = pixColor[1] * tint[1]; + pixColor[2] = pixColor[2] * tint[2]; + } - )#" + ROUNDED_SHADER_FUNC("pixColor") + - R"#( + )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( - gl_FragColor = pixColor * alpha; + gl_FragColor = pixColor * alpha; })#"; inline const std::string FRAGBLUR1 = R"#( @@ -286,13 +165,14 @@ uniform float radius; uniform vec2 halfpixel; void main() { - vec2 uv = v_texcoord * 2.0; + 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; } )#"; @@ -307,7 +187,7 @@ uniform float radius; uniform vec2 halfpixel; void main() { - vec2 uv = v_texcoord / 2.0; + vec2 uv = v_texcoord / 2.0; vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius); @@ -332,7 +212,6 @@ uniform samplerExternalOES texture0; uniform float alpha; uniform vec2 topLeft; -uniform vec2 bottomRight; uniform vec2 fullSize; uniform float radius; @@ -342,27 +221,22 @@ uniform int applyTint; uniform vec3 tint; uniform int primitiveMultisample; -uniform int ignoreCorners; void main() { - vec4 pixColor = texture2D(texture0, v_texcoord); + vec4 pixColor = texture2D(texture0, v_texcoord); - if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) { - discard; - return; - } - - if (applyTint == 1) { - pixColor[0] = pixColor[0] * tint[0]; - pixColor[1] = pixColor[1] * tint[1]; - pixColor[2] = pixColor[2] * tint[2]; - } + if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) + discard; - vec2 pixCoord = fullSize * v_texcoord; + if (applyTint == 1) { + pixColor[0] = pixColor[0] * tint[0]; + pixColor[1] = pixColor[1] * tint[1]; + pixColor[2] = pixColor[2] * tint[2]; + } - )#" + ROUNDED_SHADER_FUNC("pixColor") + - R"#( + )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( - gl_FragColor = pixColor * alpha; -})#"; + gl_FragColor = pixColor * alpha; +} +)#"; |
