make shaders cleaner

This commit is contained in:
vaxerski 2022-06-03 18:45:18 +02:00
parent f99ad521a4
commit 10c2bd0686

View file

@ -2,6 +2,147 @@
#include <string>
inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
return R"#(
if (pixCoord[0] < topLeft[0]) {
// we're close left
if (pixCoord[1] < topLeft[1]) {
// top
if (ignoreCorners == 1) {
discard;
return;
}
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 = )#" + colorVarName + R"#( * distances;
return;
}
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (ignoreCorners == 1) {
discard;
return;
}
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 = )#" + colorVarName + R"#( * distances;
return;
}
}
}
}
else if (pixCoord[0] > bottomRight[0]) {
// we're close right
if (pixCoord[1] < topLeft[1]) {
// top
if (ignoreCorners == 1) {
discard;
return;
}
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 = )#" + colorVarName + R"#( * distances;
return;
}
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (ignoreCorners == 1) {
discard;
return;
}
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 = )#" + colorVarName + R"#( * distances;
return;
}
}
}
}
)#";
};
inline const std::string QUADVERTSRC = R"#(
uniform mat3 proj;
uniform vec4 color;
@ -27,6 +168,7 @@ uniform vec2 fullSize;
uniform float radius;
uniform int primitiveMultisample;
uniform int ignoreCorners;
void main() {
if (radius == 0.0) {
@ -36,122 +178,7 @@ 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 = v_color * 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 = v_color * 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 = v_color * 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 = v_color * distances;
return;
}
}
}
}
)#" + ROUNDED_SHADER_FUNC("v_color") + R"#(
gl_FragColor = v_color;
})#";
@ -181,6 +208,7 @@ uniform float radius;
uniform int discardOpaque;
uniform int primitiveMultisample;
uniform int ignoreCorners;
void main() {
@ -193,122 +221,8 @@ 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;
})#";
@ -327,6 +241,7 @@ uniform float radius;
uniform int discardOpaque;
uniform int primitiveMultisample;
uniform int ignoreCorners;
void main() {
@ -339,122 +254,7 @@ 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;
})#";
@ -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;
})#";