shaders: improve corner AA in borders shader

This commit is contained in:
Vaxry 2024-11-05 16:11:05 +00:00
parent 55ccb1a8cf
commit 0920572e70
3 changed files with 16 additions and 3 deletions

View file

@ -1,6 +1,8 @@
#pragma once
#include <string>
#include <format>
#include "SharedValues.hpp"
// makes a stencil without corners
inline const std::string FRAGBORDER1 = R"#(
@ -72,18 +74,22 @@ void main() {
pixCoordOuter += vec2(1.0, 1.0) / fullSize;
if (min(pixCoord.x, pixCoord.y) > 0.0 && radius > 0.0) {
// smoothing constant for the edge: more = blurrier, but smoother
const float SMOOTHING_CONSTANT = )#" +
std::format("{:.7f}", SHADER_ROUNDED_SMOOTHING_FACTOR) + R"#(;
float dist = length(pixCoord);
float distOuter = length(pixCoordOuter);
float h = (thick / 2.0);
if (dist < radius - h) {
// lower
float normalized = smoothstep(0.0, 1.0, dist - radius + thick + 0.5);
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 + 0.5);
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) {

View file

@ -0,0 +1,3 @@
#pragma once
constexpr float SHADER_ROUNDED_SMOOTHING_FACTOR = M_PI / 5.34665792551;

View file

@ -1,6 +1,8 @@
#pragma once
#include <string>
#include <format>
#include "SharedValues.hpp"
inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
return R"#(
@ -13,7 +15,9 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
pixCoord -= fullSize * 0.5 - radius;
pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left
const float SMOOTHING_CONSTANT = 0.651724; // smoothing constant for the edge: more = blurrier, but smoother
// smoothing constant for the edge: more = blurrier, but smoother
const float SMOOTHING_CONSTANT = )#" +
std::format("{:.7f}", SHADER_ROUNDED_SMOOTHING_FACTOR) + R"#(;
if (pixCoord.x + pixCoord.y > radius) {