2022-04-04 19:44:25 +02:00
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#pragma once
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#include <string>
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inline const std::string QUADVERTSRC = R"#(
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uniform mat3 proj;
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uniform vec4 color;
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attribute vec2 pos;
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attribute vec2 texcoord;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_color = color;
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v_texcoord = texcoord;
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})#";
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inline const std::string QUADFRAGSRC = R"#(
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precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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2022-05-17 13:16:37 +02:00
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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2022-06-02 22:58:54 +02:00
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uniform int primitiveMultisample;
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2022-04-04 19:44:25 +02:00
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void main() {
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2022-05-17 13:16:37 +02:00
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if (radius == 0.0) {
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gl_FragColor = v_color;
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return;
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}
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vec2 pixCoord = fullSize * v_texcoord;
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if (pixCoord[0] < topLeft[0]) {
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// we're close left
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if (pixCoord[1] < topLeft[1]) {
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// top
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2022-06-02 22:58:54 +02:00
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float topLeftDistance = distance(topLeft, pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(topLeft, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(topLeft, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(topLeft, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(topLeft, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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gl_FragColor = v_color * distances;
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return;
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}
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2022-05-17 13:16:37 +02:00
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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2022-06-02 22:58:54 +02:00
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float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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gl_FragColor = v_color * distances;
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return;
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}
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2022-05-17 13:16:37 +02:00
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}
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}
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}
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else if (pixCoord[0] > bottomRight[0]) {
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// we're close right
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if (pixCoord[1] < topLeft[1]) {
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// top
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2022-06-02 22:58:54 +02:00
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float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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gl_FragColor = v_color * distances;
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return;
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}
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2022-05-17 13:16:37 +02:00
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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2022-06-02 22:58:54 +02:00
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float topLeftDistance = distance(bottomRight, pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(bottomRight, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(bottomRight, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(bottomRight, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(bottomRight, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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gl_FragColor = v_color * distances;
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return;
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}
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2022-05-17 13:16:37 +02:00
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}
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}
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}
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gl_FragColor = v_color;
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2022-04-04 19:44:25 +02:00
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})#";
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inline const std::string TEXVERTSRC = R"#(
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uniform mat3 proj;
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attribute vec2 pos;
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attribute vec2 texcoord;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_texcoord = texcoord;
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})#";
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inline const std::string TEXFRAGSRCRGBA = R"#(
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precision mediump float;
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2022-04-05 15:50:47 +02:00
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varying vec2 v_texcoord; // is in 0-1
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2022-04-04 19:44:25 +02:00
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uniform sampler2D tex;
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uniform float alpha;
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2022-04-05 15:50:47 +02:00
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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2022-04-17 13:15:56 +02:00
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uniform int discardOpaque;
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2022-06-02 22:58:54 +02:00
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uniform int primitiveMultisample;
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2022-04-04 19:44:25 +02:00
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void main() {
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2022-04-05 15:50:47 +02:00
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2022-04-17 13:15:56 +02:00
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vec4 pixColor = texture2D(tex, v_texcoord);
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2022-04-18 18:23:10 +02:00
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
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2022-04-17 13:15:56 +02:00
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discard;
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return;
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}
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2022-04-05 15:50:47 +02:00
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vec2 pixCoord = fullSize * v_texcoord;
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if (pixCoord[0] < topLeft[0]) {
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// we're close left
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if (pixCoord[1] < topLeft[1]) {
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// top
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2022-06-02 22:58:54 +02:00
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float topLeftDistance = distance(topLeft, pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(topLeft, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(topLeft, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(topLeft, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(topLeft, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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gl_FragColor = pixColor * distances;
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return;
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}
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2022-04-05 15:50:47 +02:00
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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2022-06-02 22:58:54 +02:00
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float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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gl_FragColor = pixColor * distances;
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return;
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}
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2022-04-05 15:50:47 +02:00
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}
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}
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}
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else if (pixCoord[0] > bottomRight[0]) {
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// we're close right
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if (pixCoord[1] < topLeft[1]) {
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// top
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2022-06-02 22:58:54 +02:00
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float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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gl_FragColor = pixColor * distances;
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return;
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}
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2022-04-05 15:50:47 +02:00
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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2022-06-02 22:58:54 +02:00
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float topLeftDistance = distance(bottomRight, pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(bottomRight, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(bottomRight, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(bottomRight, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(bottomRight, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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gl_FragColor = pixColor * distances;
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return;
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}
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2022-04-05 15:50:47 +02:00
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}
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}
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}
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2022-04-17 13:15:56 +02:00
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gl_FragColor = pixColor * alpha;
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2022-04-04 19:44:25 +02:00
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})#";
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inline const std::string TEXFRAGSRCRGBX = R"#(
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precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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2022-04-05 17:01:44 +02:00
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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2022-04-17 13:15:56 +02:00
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uniform int discardOpaque;
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2022-06-02 22:58:54 +02:00
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uniform int primitiveMultisample;
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2022-04-04 19:44:25 +02:00
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void main() {
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2022-04-17 13:15:56 +02:00
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2022-04-18 18:23:10 +02:00
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if (discardOpaque == 1 && alpha == 1.0) {
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2022-04-17 13:15:56 +02:00
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discard;
|
|
|
|
return;
|
|
|
|
}
|
2022-06-02 22:58:54 +02:00
|
|
|
|
|
|
|
vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
|
2022-04-05 17:01:44 +02:00
|
|
|
|
|
|
|
vec2 pixCoord = fullSize * v_texcoord;
|
|
|
|
|
|
|
|
if (pixCoord[0] < topLeft[0]) {
|
|
|
|
// we're close left
|
|
|
|
if (pixCoord[1] < topLeft[1]) {
|
|
|
|
// top
|
2022-06-02 22:58:54 +02:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2022-04-05 17:01:44 +02:00
|
|
|
}
|
|
|
|
} else if (pixCoord[1] > bottomRight[1]) {
|
|
|
|
// bottom
|
2022-06-02 22:58:54 +02:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2022-04-05 17:01:44 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (pixCoord[0] > bottomRight[0]) {
|
|
|
|
// we're close right
|
|
|
|
if (pixCoord[1] < topLeft[1]) {
|
|
|
|
// top
|
2022-06-02 22:58:54 +02:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2022-04-05 17:01:44 +02:00
|
|
|
}
|
|
|
|
} else if (pixCoord[1] > bottomRight[1]) {
|
|
|
|
// bottom
|
2022-06-02 22:58:54 +02:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2022-04-05 17:01:44 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-06-02 22:58:54 +02:00
|
|
|
gl_FragColor = pixColor * alpha;
|
2022-04-04 19:44:25 +02:00
|
|
|
})#";
|
|
|
|
|
2022-04-09 16:51:08 +02:00
|
|
|
inline const std::string FRAGBLUR1 = R"#(
|
2022-05-02 16:54:40 +02:00
|
|
|
#version 100
|
2022-04-09 16:51:08 +02:00
|
|
|
precision mediump float;
|
2022-05-02 16:54:40 +02:00
|
|
|
varying mediump vec2 v_texcoord; // is in 0-1
|
2022-04-09 16:51:08 +02:00
|
|
|
uniform sampler2D tex;
|
|
|
|
|
|
|
|
uniform float radius;
|
2022-04-24 16:41:01 +02:00
|
|
|
uniform vec2 halfpixel;
|
2022-04-09 16:51:08 +02:00
|
|
|
|
|
|
|
void main() {
|
2022-05-02 16:54:40 +02:00
|
|
|
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);
|
2022-04-24 16:41:01 +02:00
|
|
|
gl_FragColor = sum / 8.0;
|
2022-04-09 16:51:08 +02:00
|
|
|
}
|
|
|
|
)#";
|
|
|
|
|
|
|
|
inline const std::string FRAGBLUR2 = R"#(
|
2022-05-02 16:54:40 +02:00
|
|
|
#version 100
|
2022-04-09 16:51:08 +02:00
|
|
|
precision mediump float;
|
2022-05-02 16:54:40 +02:00
|
|
|
varying mediump vec2 v_texcoord; // is in 0-1
|
2022-04-09 16:51:08 +02:00
|
|
|
uniform sampler2D tex;
|
|
|
|
|
|
|
|
uniform float radius;
|
2022-04-24 16:41:01 +02:00
|
|
|
uniform vec2 halfpixel;
|
2022-04-09 16:51:08 +02:00
|
|
|
|
|
|
|
void main() {
|
2022-05-02 16:54:40 +02:00
|
|
|
vec2 uv = v_texcoord / 2.0;
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
2022-04-24 16:41:01 +02:00
|
|
|
gl_FragColor = sum / 12.0;
|
2022-04-09 16:51:08 +02:00
|
|
|
}
|
|
|
|
)#";
|
|
|
|
|
2022-04-04 19:44:25 +02:00
|
|
|
inline const std::string TEXFRAGSRCEXT = R"#(
|
|
|
|
#extension GL_OES_EGL_image_external : require
|
|
|
|
|
|
|
|
precision mediump float;
|
|
|
|
varying vec2 v_texcoord;
|
|
|
|
uniform samplerExternalOES texture0;
|
|
|
|
uniform float alpha;
|
|
|
|
|
2022-04-05 17:01:44 +02:00
|
|
|
uniform vec2 topLeft;
|
|
|
|
uniform vec2 bottomRight;
|
|
|
|
uniform vec2 fullSize;
|
|
|
|
uniform float radius;
|
|
|
|
|
2022-04-17 13:15:56 +02:00
|
|
|
uniform int discardOpaque;
|
|
|
|
|
2022-06-02 22:58:54 +02:00
|
|
|
uniform int primitiveMultisample;
|
|
|
|
|
2022-04-04 19:44:25 +02:00
|
|
|
void main() {
|
2022-04-05 17:01:44 +02:00
|
|
|
|
2022-04-17 13:15:56 +02:00
|
|
|
vec4 pixColor = texture2D(texture0, v_texcoord);
|
|
|
|
|
2022-04-18 18:23:10 +02:00
|
|
|
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
|
2022-04-17 13:15:56 +02:00
|
|
|
discard;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2022-04-05 17:01:44 +02:00
|
|
|
vec2 pixCoord = fullSize * v_texcoord;
|
|
|
|
|
|
|
|
if (pixCoord[0] < topLeft[0]) {
|
|
|
|
// we're close left
|
|
|
|
if (pixCoord[1] < topLeft[1]) {
|
|
|
|
// top
|
2022-06-02 22:58:54 +02:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2022-04-05 17:01:44 +02:00
|
|
|
}
|
|
|
|
} else if (pixCoord[1] > bottomRight[1]) {
|
|
|
|
// bottom
|
2022-06-02 22:58:54 +02:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2022-04-05 17:01:44 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (pixCoord[0] > bottomRight[0]) {
|
|
|
|
// we're close right
|
|
|
|
if (pixCoord[1] < topLeft[1]) {
|
|
|
|
// top
|
2022-06-02 22:58:54 +02:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2022-04-05 17:01:44 +02:00
|
|
|
}
|
|
|
|
} else if (pixCoord[1] > bottomRight[1]) {
|
|
|
|
// bottom
|
2022-06-02 22:58:54 +02:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2022-04-05 17:01:44 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-04-17 13:15:56 +02:00
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|
|
gl_FragColor = pixColor * alpha;
|
2022-04-09 16:51:08 +02:00
|
|
|
})#";
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