fixing your shit.

This commit is contained in:
Felix Dick 2022-09-28 23:33:18 +02:00
parent 168a326609
commit 0549aa193f

View file

@ -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;
gl_FragColor = pixColor;
if (radius > 0.0) {
)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
}
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;
}
)#";