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#version 300 es
#extension GL_ARB_shading_language_include : enable
precision highp float;
in vec2 v_texcoord;
uniform int skipCM;
uniform int sourceTF; // eTransferFunction
uniform int targetTF; // eTransferFunction
uniform mat4x2 targetPrimaries;
uniform vec2 fullSizeUntransformed;
uniform float radiusOuter;
uniform float thick;
// Gradients are in OkLabA!!!! {l, a, b, alpha}
uniform vec4 gradient[10];
uniform vec4 gradient2[10];
uniform int gradientLength;
uniform int gradient2Length;
uniform float angle;
uniform float angle2;
uniform float gradientLerp;
uniform float alpha;
#include "rounding.glsl"
#include "CM.glsl"
vec4 okLabAToSrgb(vec4 lab) {
float l = pow(lab[0] + lab[1] * 0.3963377774 + lab[2] * 0.2158037573, 3.0);
float m = pow(lab[0] + lab[1] * (-0.1055613458) + lab[2] * (-0.0638541728), 3.0);
float s = pow(lab[0] + lab[1] * (-0.0894841775) + lab[2] * (-1.2914855480), 3.0);
return vec4(fromLinearRGB(
vec3(
l * 4.0767416621 + m * -3.3077115913 + s * 0.2309699292,
l * (-1.2684380046) + m * 2.6097574011 + s * (-0.3413193965),
l * (-0.0041960863) + m * (-0.7034186147) + s * 1.7076147010
), CM_TRANSFER_FUNCTION_SRGB
), lab[3]);
}
vec4 getOkColorForCoordArray1(vec2 normalizedCoord) {
if (gradientLength < 2)
return gradient[0];
float finalAng = 0.0;
if (angle > 4.71 /* 270 deg */) {
normalizedCoord[1] = 1.0 - normalizedCoord[1];
finalAng = 6.28 - angle;
} else if (angle > 3.14 /* 180 deg */) {
normalizedCoord[0] = 1.0 - normalizedCoord[0];
normalizedCoord[1] = 1.0 - normalizedCoord[1];
finalAng = angle - 3.14;
} else if (angle > 1.57 /* 90 deg */) {
normalizedCoord[0] = 1.0 - normalizedCoord[0];
finalAng = 3.14 - angle;
} else {
finalAng = angle;
}
float sine = sin(finalAng);
float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradientLength - 1);
int bottom = int(floor(progress));
int top = bottom + 1;
return gradient[top] * (progress - float(bottom)) + gradient[bottom] * (float(top) - progress);
}
vec4 getOkColorForCoordArray2(vec2 normalizedCoord) {
if (gradient2Length < 2)
return gradient2[0];
float finalAng = 0.0;
if (angle2 > 4.71 /* 270 deg */) {
normalizedCoord[1] = 1.0 - normalizedCoord[1];
finalAng = 6.28 - angle;
} else if (angle2 > 3.14 /* 180 deg */) {
normalizedCoord[0] = 1.0 - normalizedCoord[0];
normalizedCoord[1] = 1.0 - normalizedCoord[1];
finalAng = angle - 3.14;
} else if (angle2 > 1.57 /* 90 deg */) {
normalizedCoord[0] = 1.0 - normalizedCoord[0];
finalAng = 3.14 - angle2;
} else {
finalAng = angle2;
}
float sine = sin(finalAng);
float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradient2Length - 1);
int bottom = int(floor(progress));
int top = bottom + 1;
return gradient2[top] * (progress - float(bottom)) + gradient2[bottom] * (float(top) - progress);
}
vec4 getColorForCoord(vec2 normalizedCoord) {
vec4 result1 = getOkColorForCoordArray1(normalizedCoord);
if (gradient2Length <= 0)
return okLabAToSrgb(result1);
vec4 result2 = getOkColorForCoordArray2(normalizedCoord);
return okLabAToSrgb(mix(result1, result2, gradientLerp));
}
layout(location = 0) out vec4 fragColor;
void main() {
highp vec2 pixCoord = vec2(gl_FragCoord);
highp vec2 pixCoordOuter = pixCoord;
highp vec2 originalPixCoord = v_texcoord;
originalPixCoord *= fullSizeUntransformed;
float additionalAlpha = 1.0;
vec4 pixColor = vec4(1.0, 1.0, 1.0, 1.0);
bool done = false;
pixCoord -= topLeft + fullSize * 0.5;
pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
pixCoordOuter = pixCoord;
pixCoord -= fullSize * 0.5 - radius;
pixCoordOuter -= fullSize * 0.5 - radiusOuter;
// center the pixes don't make it top-left
pixCoord += vec2(1.0, 1.0) / fullSize;
pixCoordOuter += vec2(1.0, 1.0) / fullSize;
if (min(pixCoord.x, pixCoord.y) > 0.0 && radius > 0.0) {
float dist = pow(pow(pixCoord.x,roundingPower)+pow(pixCoord.y,roundingPower),1.0/roundingPower);
float distOuter = pow(pow(pixCoordOuter.x,roundingPower)+pow(pixCoordOuter.y,roundingPower),1.0/roundingPower);
float h = (thick / 2.0);
if (dist < radius - h) {
// lower
float normalized = smoothstep(0.0, 1.0, (dist - radius + thick + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
additionalAlpha *= normalized;
done = true;
} else if (min(pixCoordOuter.x, pixCoordOuter.y) > 0.0) {
// higher
float normalized = 1.0 - smoothstep(0.0, 1.0, (distOuter - radiusOuter + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
additionalAlpha *= normalized;
done = true;
} else if (distOuter < radiusOuter - h) {
additionalAlpha = 1.0;
done = true;
}
}
// now check for other shit
if (!done) {
// distance to all straight bb borders
float distanceT = originalPixCoord[1];
float distanceB = fullSizeUntransformed[1] - originalPixCoord[1];
float distanceL = originalPixCoord[0];
float distanceR = fullSizeUntransformed[0] - originalPixCoord[0];
// get the smallest
float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));
if (smallest > thick)
discard;
}
if (additionalAlpha == 0.0)
discard;
pixColor = getColorForCoord(v_texcoord);
pixColor.rgb *= pixColor[3];
if (skipCM == 0)
pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries);
pixColor *= alpha * additionalAlpha;
fragColor = pixColor;
}
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