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authorVaxry <43317083+vaxerski@users.noreply.github.com>2022-10-04 14:17:16 +0100
committerGitHub <noreply@github.com>2022-10-04 14:17:16 +0100
commit7bdfdaa28a4d107b1a9c9260837f81001000e697 (patch)
treedba7073b6013ade9213387355c7e910019d40d18 /src/render/shaders
parenta80e0cecfed48fbe61058015ad77653e0f48dff0 (diff)
parentc6333ba79683792a6802606d524636649917ee7d (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.hpp272
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;
+}
+)#";