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https://github.com/hyprwm/Hyprland
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shaders: improve border rounding
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7b002d609b
commit
495d4f2d11
1 changed files with 11 additions and 22 deletions
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@ -63,33 +63,22 @@ void main() {
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pixCoord -= topLeft + fullSize * 0.5;
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pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
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pixCoord -= fullSize * 0.5 - radius;
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pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left
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if (min(pixCoord.x, pixCoord.y) > 0.0 && radius > 0.0) {
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float dist = length(pixCoord);
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float h = (thick / 2.0);
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if (dist > radius + 1.0 || dist < radius - thick - 1.0)
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discard;
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if (primitiveMultisample == 1 && (dist > radius - 1.0 || dist < radius - thick + 1.0)) {
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float distances = 0.0;
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float len = length(pixCoord + vec2(0.25, 0.25));
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distances += float(len < radius && len > radius - thick);
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len = length(pixCoord + vec2(0.75, 0.25));
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distances += float(len < radius && len > radius - thick);
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len = length(pixCoord + vec2(0.25, 0.75));
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distances += float(len < radius && len > radius - thick);
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len = length(pixCoord + vec2(0.75, 0.75));
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distances += float(len < radius && len > radius - thick);
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if (distances == 0.0)
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discard;
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distances /= 4.0;
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additionalAlpha *= distances;
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} else if (dist > radius || dist < radius - thick)
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discard;
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if (dist < radius - h) {
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// lower
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float normalized = clamp(smoothstep(0.0, 1.0, dist - radius + thick + 0.5), 0.0, 1.0);
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additionalAlpha *= normalized;
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} else {
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// higher
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float normalized = 1.0 - clamp(smoothstep(0.0, 1.0, dist - radius + 0.5), 0.0, 1.0);
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additionalAlpha *= normalized;
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}
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done = true;
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}
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