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; - 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; +} +)#";