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https://github.com/hyprwm/Hyprland
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Even less branching (taken more or less from the border shader).
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1 changed files with 5 additions and 5 deletions
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@ -22,15 +22,15 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
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if (primitiveMultisample == 1 && dist > radius - 1.0) {
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float distances = 0.0;
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if (length(pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (length(pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (length(pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (length(pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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distances += float(length(pixCoord + vec2(0.25, 0.25)) < radius);
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distances += float(length(pixCoord + vec2(0.75, 0.25)) < radius);
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distances += float(length(pixCoord + vec2(0.25, 0.75)) < radius);
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distances += float(length(pixCoord + vec2(0.75, 0.75)) < radius);
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if (distances == 0.0)
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discard;
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distances = distances / 4.0;
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distances /= 4.0;
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)#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
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}
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