mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-22 22:05:59 +01:00
make shaders cleaner
This commit is contained in:
parent
f99ad521a4
commit
10c2bd0686
1 changed files with 150 additions and 464 deletions
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@ -2,6 +2,147 @@
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#include <string>
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inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
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return R"#(
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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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if (ignoreCorners == 1) {
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discard;
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return;
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}
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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 = )#" + colorVarName + R"#( * distances;
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return;
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}
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (ignoreCorners == 1) {
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discard;
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return;
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}
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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 = )#" + colorVarName + R"#( * distances;
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return;
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}
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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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if (ignoreCorners == 1) {
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discard;
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return;
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}
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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 = )#" + colorVarName + R"#( * distances;
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return;
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}
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (ignoreCorners == 1) {
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discard;
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return;
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}
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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 = )#" + colorVarName + R"#( * distances;
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return;
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}
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}
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}
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}
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)#";
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};
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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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@ -27,6 +168,7 @@ uniform vec2 fullSize;
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uniform float radius;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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void main() {
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if (radius == 0.0) {
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@ -36,122 +178,7 @@ void main() {
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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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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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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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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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}
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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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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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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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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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}
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}
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}
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)#" + ROUNDED_SHADER_FUNC("v_color") + R"#(
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gl_FragColor = v_color;
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})#";
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@ -181,6 +208,7 @@ uniform float radius;
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uniform int discardOpaque;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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void main() {
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@ -193,122 +221,8 @@ void main() {
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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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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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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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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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}
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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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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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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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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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}
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}
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}
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)#" + ROUNDED_SHADER_FUNC("pixColor") +
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R"#(
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gl_FragColor = pixColor * alpha;
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})#";
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@ -327,6 +241,7 @@ uniform float radius;
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uniform int discardOpaque;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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void main() {
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@ -339,122 +254,7 @@ void main() {
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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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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) {
|
||||
discard;
|
||||
return;
|
||||
}
|
||||
|
||||
distances = distances / 4.0;
|
||||
|
||||
gl_FragColor = pixColor * distances;
|
||||
return;
|
||||
}
|
||||
}
|
||||
} else if (pixCoord[1] > bottomRight[1]) {
|
||||
// bottom
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (pixCoord[0] > bottomRight[0]) {
|
||||
// we're close right
|
||||
if (pixCoord[1] < topLeft[1]) {
|
||||
// top
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
} else if (pixCoord[1] > bottomRight[1]) {
|
||||
// bottom
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
|
||||
|
||||
gl_FragColor = pixColor * alpha;
|
||||
})#";
|
||||
|
@ -522,6 +322,7 @@ uniform float radius;
|
|||
uniform int discardOpaque;
|
||||
|
||||
uniform int primitiveMultisample;
|
||||
uniform int ignoreCorners;
|
||||
|
||||
void main() {
|
||||
|
||||
|
@ -534,122 +335,7 @@ void main() {
|
|||
|
||||
vec2 pixCoord = fullSize * v_texcoord;
|
||||
|
||||
if (pixCoord[0] < topLeft[0]) {
|
||||
// we're close left
|
||||
if (pixCoord[1] < topLeft[1]) {
|
||||
// top
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
} else if (pixCoord[1] > bottomRight[1]) {
|
||||
// bottom
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (pixCoord[0] > bottomRight[0]) {
|
||||
// we're close right
|
||||
if (pixCoord[1] < topLeft[1]) {
|
||||
// top
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
} else if (pixCoord[1] > bottomRight[1]) {
|
||||
// bottom
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
|
||||
|
||||
gl_FragColor = pixColor * alpha;
|
||||
})#";
|
||||
|
|
Loading…
Reference in a new issue