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authorFelix Dick <felix.dick@web.de>2022-09-28 23:33:18 +0200
committerFelix Dick <felix.dick@web.de>2022-09-28 23:33:18 +0200
commit0549aa193f39e5f868eb9efcdb0532ebe9387e49 (patch)
tree60c5d13e82d93d0f83f983a2d8f0a4e59e6b8d66 /src/render
parent168a3266095ab014eee1363d8c943f91d461aa40 (diff)
fixing your shit.
Diffstat (limited to 'src/render')
-rw-r--r--src/render/shaders/Textures.hpp158
1 files changed, 80 insertions, 78 deletions
diff --git a/src/render/shaders/Textures.hpp b/src/render/shaders/Textures.hpp
index 16905e3b..50a68e02 100644
--- a/src/render/shaders/Textures.hpp
+++ b/src/render/shaders/Textures.hpp
@@ -5,38 +5,38 @@
inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
return R"#(
- // branchless baby!
- vec2 pixCoord = v_texcoord - vec2(0.5);
- pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0)) * fullSize;
- pixCoord -= (bottomRight - topLeft) * vec2(0.5);
+ // branchless baby!
+ vec2 pixCoord = v_texcoord - vec2(0.5);
+ pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0)) * fullSize;
+ pixCoord -= (bottomRight - topLeft) * vec2(0.5);
- if (all(greaterThan(pixCoord, vec2(0.0)))) {
+ if (all(greaterThan(pixCoord, vec2(0.0)))) {
- if (ignoreCorners == 1)
- discard;
+ if (ignoreCorners == 1)
+ discard;
- float dist = length(pixCoord);
+ float dist = length(pixCoord);
- if (dist > radius)
- discard;
+ if (dist > radius)
+ discard;
- if (primitiveMultisample == 1 && dist > radius - 1.0) {
- float distances = 0.0;
- if (length(pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (length(pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (length(pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (length(pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
+ if (primitiveMultisample == 1 && dist > radius - 1.0) {
+ float distances = 0.0;
+ if (length(pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
+ if (length(pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
+ if (length(pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
+ if (length(pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
- if (distances == 0.0)
- discard;
+ if (distances == 0.0)
+ discard;
- distances = distances / 4.0;
+ distances = distances / 4.0;
- )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
- }
+ )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
+ }
- }
- )#";
+ }
+)#";
};
inline const std::string QUADVERTSRC = R"#(
@@ -67,13 +67,14 @@ uniform int primitiveMultisample;
uniform int ignoreCorners;
void main() {
- vec4 pixColor = v_color;
- if (radius > 0.0) {
- )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
- }
+ 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"#(
@@ -83,8 +84,8 @@ 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;
})#";
// this is texture rendering!!
@@ -109,21 +110,21 @@ 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;
+ 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];
- }
+ 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"#(
@@ -147,20 +148,20 @@ uniform int ignoreCorners;
void main() {
- if (discardOpaque == 1 && alpha == 1.0)
- discard;
+ if (discardOpaque == 1 && alpha == 1.0)
+ discard;
- vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
+ vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
- if (applyTint == 1) {
- pixColor[0] = pixColor[0] * tint[0];
- pixColor[1] = pixColor[1] * tint[1];
- pixColor[2] = pixColor[2] * tint[2];
- }
+ 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"#(
@@ -173,15 +174,15 @@ 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);
+ 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;
+ gl_FragColor = sum / 8.0;
}
)#";
@@ -195,19 +196,19 @@ 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);
+ 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;
+ 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;
+ gl_FragColor = sum / 12.0;
}
)#";
@@ -234,18 +235,19 @@ 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;
+ 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];
- }
+ 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;
+}
+)#";