From e11cb8b328ff2ed9459f12319808226d3b900aa2 Mon Sep 17 00:00:00 2001 From: vaxerski <43317083+vaxerski@users.noreply.github.com> Date: Thu, 2 Jun 2022 22:58:54 +0200 Subject: Added antialiasing to outer edges simplified, stupidly fast MSAA for rounded edges --- src/render/Shaders.hpp | 444 +++++++++++++++++++++++++++++++++++++++++++------ 1 file changed, 395 insertions(+), 49 deletions(-) (limited to 'src/render/Shaders.hpp') 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; + } } } } -- cgit v1.2.3