mirror of
https://github.com/hyprwm/Hyprland
synced 2024-12-27 02:49:48 +01:00
rewritten borders, fixed msaa
This commit is contained in:
parent
f1a5cb4979
commit
1a0b2c4ade
5 changed files with 177 additions and 90 deletions
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@ -81,6 +81,12 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
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m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
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prog = createProgram(QUADVERTSRC, FRAGBORDER1);
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m_shBORDER1.program = prog;
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m_shBORDER1.proj = glGetUniformLocation(prog, "proj");
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m_shBORDER1.posAttrib = glGetAttribLocation(prog, "pos");
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m_shBORDER1.texAttrib = glGetAttribLocation(prog, "texcoord");
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Debug::log(LOG, "Shaders initialized successfully.");
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// End shaders
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@ -309,15 +315,15 @@ void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha
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renderTexture(CTexture(tex), pBox, alpha, round);
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}
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void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool border, bool allowPrimary) {
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void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool allowPrimary) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, border, false, allowPrimary);
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renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, false, allowPrimary);
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scissor((wlr_box*)nullptr);
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}
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void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool border, bool noAA, bool allowPrimary) {
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void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool noAA, bool allowPrimary) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
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@ -351,23 +357,6 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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RASSERT(false, "tex.m_iTarget unsupported!");
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}
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// stencil for when we want a border
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if (border) {
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_ALWAYS, 1, -1);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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// hacky fix to fix broken borders.
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// TODO: this is kinda slow... question mark?
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renderRect(pBox, CColor(0, 0, 0, 0), round);
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glDisable(GL_STENCIL_TEST);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(tex.m_iTarget, tex.m_iTexID);
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@ -393,7 +382,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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glUniform2f(glGetUniformLocation(shader->program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(glGetUniformLocation(shader->program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(glGetUniformLocation(shader->program, "radius"), round);
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glUniform1i(glGetUniformLocation(shader->program, "primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !border && !noAA));
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glUniform1i(glGetUniformLocation(shader->program, "primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
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glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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@ -421,30 +410,10 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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}
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}
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if (border) {
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_EQUAL, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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}
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glDisableVertexAttribArray(shader->posAttrib);
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glDisableVertexAttribArray(shader->texAttrib);
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glBindTexture(tex.m_iTarget, 0);
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// if border draw
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// we dont disable stencil here if we havent touched it.
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// some other func might be using it.
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if (border) {
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auto BORDERCOL = m_pCurrentWindow->m_cRealBorderColor.col();
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static auto *const PBORDERSIZE = &g_pConfigManager->getConfigValuePtr("general:border_size")->intValue;
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BORDERCOL.a *= alpha / 255.f;
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renderBorder(pBox, BORDERCOL, *PBORDERSIZE, round);
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glStencilMask(-1);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glDisable(GL_STENCIL_TEST);
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}
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}
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// This probably isn't the fastest
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@ -566,14 +535,14 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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return currentRenderToFB;
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}
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round, bool border) {
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
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static auto *const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
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static auto* const PNOBLUROVERSIZED = &g_pConfigManager->getConfigValuePtr("decoration:no_blur_on_oversized")->intValue;
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if (*PBLURENABLED == 0 || (*PNOBLUROVERSIZED && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) || (m_pCurrentWindow && m_pCurrentWindow->m_sAdditionalConfigData.forceNoBlur)) {
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renderTexture(tex, pBox, a, round, false, border, true);
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renderTexture(tex, pBox, a, round, false, true);
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return;
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}
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@ -596,7 +565,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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}
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if (!pixman_region32_not_empty(&inverseOpaque)) {
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renderTexture(tex, pBox, a, round, false, border); // reject blurring a fully opaque window
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renderTexture(tex, pBox, a, round, false); // reject blurring a fully opaque window
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return;
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}
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@ -630,7 +599,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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if (pixman_region32_not_empty(&damage)) {
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// render our great blurred FB
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static auto *const PBLURIGNOREOPACITY = &g_pConfigManager->getConfigValuePtr("decoration:blur_ignore_opacity")->intValue;
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renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 255.f : a, &damage, 0, false, false, false, true);
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renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 255.f : a, &damage, 0, false, false, true);
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// render the window, but clear stencil
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glClearStencil(0);
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@ -638,36 +607,11 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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// draw window
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glDisable(GL_STENCIL_TEST);
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renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true, true);
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glEnable(GL_STENCIL_TEST);
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// prep stencil for border
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glStencilFunc(GL_ALWAYS, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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if (border) {
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// hacky fix to fix broken borders.
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// TODO: this is kinda slow... question mark?
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renderRectWithDamage(pBox, CColor(0,0,0,0), &damage, round);
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}
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// then stop
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glStencilFunc(GL_EQUAL, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true);
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}
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// disable the stencil (if no border), finalize everything
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if (!border) {
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glStencilMask(-1);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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} else {
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auto BORDERCOL = m_pCurrentWindow->m_cRealBorderColor.col();
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BORDERCOL.a *= a / 255.f;
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static auto *const PBORDERSIZE = &g_pConfigManager->getConfigValuePtr("general:border_size")->intValue;
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renderBorder(pBox, BORDERCOL, *PBORDERSIZE, round);
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}
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glDisable(GL_STENCIL_TEST);
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glStencilMask(-1);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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pixman_region32_fini(&damage);
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scissor((wlr_box*)nullptr);
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}
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@ -679,23 +623,67 @@ void pushVert2D(float x, float y, float* arr, int& counter, wlr_box* box) {
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counter++;
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}
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void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int thick, int round) {
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void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
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RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
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RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
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// this method assumes a set stencil and scaled box
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box->x -= thick;
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box->y -= thick;
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box->width += 2 * thick;
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box->height += 2 * thick;
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static auto *const PBORDERSIZE = &g_pConfigManager->getConfigValuePtr("general:border_size")->intValue;
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static auto *const PMULTISAMPLE = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
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round += thick; // cuz yeah
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// adjust box
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box->x -= *PBORDERSIZE;
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box->y -= *PBORDERSIZE;
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box->width += 2 * *PBORDERSIZE;
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box->height += 2 * *PBORDERSIZE;
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// only draw on non-stencild.
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glStencilFunc(GL_NOTEQUAL, 1, -1);
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round += *PBORDERSIZE;
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// draw a rounded rect
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renderRect(box, col, round);
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float matrix[9];
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wlr_matrix_project_box(matrix, box, wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUseProgram(m_shBORDER1.program);
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glUniformMatrix3fv(m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(glGetUniformLocation(m_shBORDER1.program, "color"), col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
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const auto TOPLEFT = Vector2D(round, round);
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const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round);
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const auto FULLSIZE = Vector2D(box->width, box->height);
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glUniform2f(glGetUniformLocation(m_shBORDER1.program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(glGetUniformLocation(m_shBORDER1.program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(glGetUniformLocation(m_shBORDER1.program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(glGetUniformLocation(m_shBORDER1.program, "radius"), round);
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glUniform1f(glGetUniformLocation(m_shBORDER1.program, "thick"), *PBORDERSIZE);
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glUniform1i(glGetUniformLocation(m_shBORDER1.program, "primitiveMultisample"), *PMULTISAMPLE);
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glVertexAttribPointer(m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(m_shBORDER1.posAttrib);
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glEnableVertexAttribArray(m_shBORDER1.texAttrib);
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if (pixman_region32_not_empty(m_RenderData.pDamage)) {
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PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
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const auto RECT = RECTSARR[i];
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scissor(&RECT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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glDisableVertexAttribArray(m_shBORDER1.posAttrib);
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glDisableVertexAttribArray(m_shBORDER1.texAttrib);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) {
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@ -59,9 +59,10 @@ public:
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void renderRect(wlr_box*, const CColor&, int round = 0);
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void renderRectWithDamage(wlr_box*, const CColor&, pixman_region32_t* damage, int round = 0);
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void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool border = false, bool allowPrimary = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool border = false);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool allowPrimary = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0);
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void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
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void renderBorder(wlr_box*, const CColor&, int round);
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void makeWindowSnapshot(CWindow*);
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void makeLayerSnapshot(SLayerSurface*);
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@ -108,6 +109,7 @@ private:
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CShader m_shBLUR1;
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CShader m_shBLUR2;
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CShader m_shSHADOW;
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CShader m_shBORDER1;
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//
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GLuint createProgram(const std::string&, const std::string&);
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@ -117,8 +119,7 @@ private:
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool border = false, bool noAA = false, bool allowPrimary = false);
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void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool noAA = false, bool allowPrimary = false);
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};
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inline std::unique_ptr<CHyprOpenGLImpl> g_pHyprOpenGL;
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@ -27,7 +27,13 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
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if (RDATA->surface && surface == RDATA->surface) {
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g_pHyprOpenGL->m_RenderData.renderingPrimarySurface = true;
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding, RDATA->decorate);
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding);
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if (RDATA->decorate) {
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auto col = g_pHyprOpenGL->m_pCurrentWindow->m_cRealBorderColor.col();
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col.a *= RDATA->fadeAlpha * RDATA->alpha / 255.f;
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g_pHyprOpenGL->renderBorder(&windowBox, col, rounding);
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}
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}
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else
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g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, false, false);
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@ -1,4 +1,5 @@
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#pragma once
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#include "shaders/Textures.hpp"
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#include "shaders/Shadow.hpp"
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#include "shaders/Shadow.hpp"
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#include "shaders/Border.hpp"
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91
src/render/shaders/Border.hpp
Normal file
91
src/render/shaders/Border.hpp
Normal file
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@ -0,0 +1,91 @@
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#pragma once
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#include <string>
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// makes a stencil without corners
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inline const std::string FRAGBORDER1 = R"#(
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precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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uniform float thick;
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uniform int primitiveMultisample;
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float getOpacityForPixAndCorner(vec2 pix, vec2 corner) {
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if (primitiveMultisample == 0) {
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float dis = distance(pix + vec2(0.5, 0.5), corner);
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return dis < radius && dis > radius - thick ? 1.0 : 0.0;
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}
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float distance1 = distance(pix + vec2(0.25, 0.25), corner);
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float distance2 = distance(pix + vec2(0.75, 0.25), corner);
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float distance3 = distance(pix + vec2(0.25, 0.75), corner);
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float distance4 = distance(pix + vec2(0.75, 0.75), corner);
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float v1 = distance1 < radius && distance1 > radius - thick ? 1.0 : 0.0;
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float v2 = distance2 < radius && distance2 > radius - thick ? 1.0 : 0.0;
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float v3 = distance3 < radius && distance3 > radius - thick ? 1.0 : 0.0;
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float v4 = distance4 < radius && distance4 > radius - thick ? 1.0 : 0.0;
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return (v1 + v2 + v3 + v4) / 4.0;
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}
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void main() {
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vec2 pixCoord = fullSize * v_texcoord;
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vec4 pixColor = v_color;
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bool done = false;
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// check for edges
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if (pixCoord[0] < topLeft[0]) {
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if (pixCoord[1] < topLeft[1]) {
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// top left
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pixColor[3] = pixColor[3] * getOpacityForPixAndCorner(pixCoord, topLeft + vec2(1,1));
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done = true;
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom left
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pixColor[3] = pixColor[3] * getOpacityForPixAndCorner(pixCoord, vec2(topLeft[0] + 1.0, bottomRight[1]));
|
||||
done = true;
|
||||
}
|
||||
} else if (pixCoord[0] > bottomRight[0]) {
|
||||
if (pixCoord[1] < topLeft[1]) {
|
||||
// top right
|
||||
pixColor[3] = pixColor[3] * getOpacityForPixAndCorner(pixCoord, vec2(bottomRight[0], topLeft[1] + 1.0));
|
||||
done = true;
|
||||
} else if (pixCoord[1] > bottomRight[1]) {
|
||||
// bottom right
|
||||
pixColor[3] = pixColor[3] * getOpacityForPixAndCorner(pixCoord, bottomRight);
|
||||
done = true;
|
||||
}
|
||||
}
|
||||
|
||||
// now check for other shit
|
||||
if (!done) {
|
||||
// distance to all straight bb borders
|
||||
float distanceT = pixCoord[1];
|
||||
float distanceB = fullSize[1] - pixCoord[1];
|
||||
float distanceL = pixCoord[0];
|
||||
float distanceR = fullSize[0] - pixCoord[0];
|
||||
|
||||
// get the smallest
|
||||
float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));
|
||||
|
||||
if (smallest > thick) {
|
||||
discard; return;
|
||||
}
|
||||
}
|
||||
|
||||
if (pixColor[3] == 0.0) {
|
||||
discard; return;
|
||||
}
|
||||
|
||||
gl_FragColor = pixColor;
|
||||
}
|
||||
)#";
|
Loading…
Reference in a new issue