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https://github.com/hyprwm/Hyprland
synced 2024-11-08 17:45:59 +01:00
Make the rounding texture shaders smaller and more efficient.
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5ff44467d7
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7edbaea23d
1 changed files with 53 additions and 170 deletions
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@ -3,138 +3,38 @@
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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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return R"#(
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if (ignoreCorners == 1) {
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// branchless baby!
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vec2 pixCoord = v_texcoord - vec2(0.5);
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pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0)) * fullSize;
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pixCoord -= (bottomRight - topLeft) * vec2(0.5);
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if (all(greaterThan(pixCoord, vec2(0.0)))) {
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if (ignoreCorners == 1)
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discard;
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float dist = length(pixCoord);
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if (dist > radius)
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discard;
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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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if (distances == 0.0)
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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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distances = distances / 4.0;
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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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)#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
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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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)#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
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}
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}
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/* )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances; */
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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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)#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
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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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)#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
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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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@ -167,16 +67,11 @@ 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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gl_FragColor = v_color;
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return;
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}
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vec4 pixColor = v_color;
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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if (radius > 0.0) {
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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}
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gl_FragColor = pixColor;
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})#";
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@ -192,6 +87,7 @@ void main() {
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v_texcoord = texcoord;
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})#";
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// this is texture rendering!!
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inline const std::string TEXFRAGSRCRGBA = R"#(
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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@ -215,10 +111,9 @@ void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
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discard;
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return;
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}
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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@ -226,10 +121,7 @@ void main() {
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pixColor[2] = pixColor[2] * tint[2];
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}
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") +
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R"#(
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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})#";
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@ -255,10 +147,8 @@ uniform int ignoreCorners;
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void main() {
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if (discardOpaque == 1 && alpha == 1.0) {
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if (discardOpaque == 1 && alpha == 1.0)
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discard;
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return;
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}
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vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
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pixColor[2] = pixColor[2] * tint[2];
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}
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") +
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R"#(
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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})#";
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@ -288,12 +175,13 @@ uniform vec2 halfpixel;
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void main() {
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vec2 uv = v_texcoord * 2.0;
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vec4 sum = texture2D(tex, uv) * 4.0;
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sum += texture2D(tex, uv - halfpixel.xy * radius);
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sum += texture2D(tex, uv + halfpixel.xy * radius);
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sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
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sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
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gl_FragColor = sum / 8.0;
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vec4 sum = texture2D(tex, uv) * 4.0;
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sum += texture2D(tex, uv - halfpixel.xy * radius);
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sum += texture2D(tex, uv + halfpixel.xy * radius);
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sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
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sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
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gl_FragColor = sum / 8.0;
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}
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)#";
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@ -309,17 +197,17 @@ uniform vec2 halfpixel;
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void main() {
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vec2 uv = v_texcoord / 2.0;
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vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
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vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
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sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);
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sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);
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sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);
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sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);
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sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);
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sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);
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sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
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gl_FragColor = sum / 12.0;
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gl_FragColor = sum / 12.0;
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}
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)#";
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@ -348,10 +236,8 @@ void main() {
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vec4 pixColor = texture2D(texture0, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
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discard;
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return;
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}
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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@ -359,10 +245,7 @@ void main() {
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pixColor[2] = pixColor[2] * tint[2];
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}
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") +
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R"#(
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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})#";
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