mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-22 17:25:59 +01:00
Added antialiasing to outer edges
simplified, stupidly fast MSAA for rounded edges
This commit is contained in:
parent
7b568d7ad8
commit
e11cb8b328
4 changed files with 401 additions and 52 deletions
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@ -45,6 +45,7 @@ void CConfigManager::setDefaultVars() {
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configValues["decoration:active_opacity"].floatValue = 1;
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configValues["decoration:inactive_opacity"].floatValue = 1;
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configValues["decoration:fullscreen_opacity"].floatValue = 1;
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configValues["decoration:multisample_edges"].intValue = 1;
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configValues["dwindle:pseudotile"].intValue = 0;
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configValues["dwindle:col.group_border"].intValue = 0x66777700;
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@ -269,6 +269,7 @@ void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col, int round) {
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glUniform2f(glGetUniformLocation(m_shQUAD.program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(glGetUniformLocation(m_shQUAD.program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(glGetUniformLocation(m_shQUAD.program, "radius"), round);
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glUniform1i(glGetUniformLocation(m_shQUAD.program, "primitiveMultisample"), (int)(g_pConfigManager->getInt("decoration:multisample_edges") == 1 && round != 0));
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glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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@ -304,7 +305,7 @@ void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float al
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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) {
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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) {
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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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@ -362,6 +363,7 @@ 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)(g_pConfigManager->getInt("decoration:multisample_edges") == 1 && round != 0 && !border && !noAA));
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glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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@ -598,7 +600,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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glStencilFunc(GL_ALWAYS, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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renderTextureInternalWithDamage(tex, pBox, a, &damage, round);
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renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true);
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// then stop
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glStencilFunc(GL_EQUAL, 1, -1);
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@ -110,7 +110,7 @@ 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);
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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);
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void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
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};
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@ -26,6 +26,8 @@ uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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uniform int primitiveMultisample;
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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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@ -38,15 +40,57 @@ void main() {
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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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if (distance(topLeft, pixCoord) > radius) {
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discard;
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return;
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float topLeftDistance = distance(topLeft, 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(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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gl_FragColor = v_color * distances;
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return;
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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 (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
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discard;
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return;
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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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gl_FragColor = v_color * distances;
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return;
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}
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}
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}
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}
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@ -54,15 +98,57 @@ void main() {
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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 (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
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discard;
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return;
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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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gl_FragColor = v_color * distances;
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return;
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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 (distance(bottomRight, pixCoord) > radius) {
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discard;
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return;
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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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gl_FragColor = v_color * distances;
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return;
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}
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}
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}
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}
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@ -94,6 +180,8 @@ uniform float radius;
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uniform int discardOpaque;
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uniform int primitiveMultisample;
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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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@ -109,15 +197,57 @@ void main() {
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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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if (distance(topLeft, pixCoord) > radius) {
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discard;
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return;
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float topLeftDistance = distance(topLeft, 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(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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gl_FragColor = pixColor * distances;
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return;
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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 (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
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discard;
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return;
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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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gl_FragColor = pixColor * distances;
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return;
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}
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}
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}
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}
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@ -125,15 +255,57 @@ void main() {
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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 (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
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discard;
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return;
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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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gl_FragColor = pixColor * distances;
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return;
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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 (distance(bottomRight, pixCoord) > radius) {
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discard;
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return;
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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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gl_FragColor = pixColor * distances;
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return;
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}
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}
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}
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}
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@ -154,12 +326,16 @@ uniform float radius;
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uniform int discardOpaque;
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uniform int primitiveMultisample;
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void main() {
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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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vec2 pixCoord = fullSize * v_texcoord;
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@ -167,15 +343,57 @@ void main() {
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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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if (distance(topLeft, pixCoord) > radius) {
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discard;
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return;
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float topLeftDistance = distance(topLeft, 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(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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gl_FragColor = pixColor * distances;
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return;
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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 (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
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discard;
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return;
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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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gl_FragColor = pixColor * distances;
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return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -183,20 +401,62 @@ void main() {
|
|||
// we're close right
|
||||
if (pixCoord[1] < topLeft[1]) {
|
||||
// top
|
||||
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
|
||||
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 = pixColor * distances;
|
||||
return;
|
||||
}
|
||||
}
|
||||
} else if (pixCoord[1] > bottomRight[1]) {
|
||||
// bottom
|
||||
if (distance(bottomRight, pixCoord) > radius) {
|
||||
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 = pixColor * distances;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
|
||||
gl_FragColor = pixColor * alpha;
|
||||
})#";
|
||||
|
||||
inline const std::string FRAGBLUR1 = R"#(
|
||||
|
@ -261,6 +521,8 @@ uniform float radius;
|
|||
|
||||
uniform int discardOpaque;
|
||||
|
||||
uniform int primitiveMultisample;
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 pixColor = texture2D(texture0, v_texcoord);
|
||||
|
@ -276,15 +538,57 @@ void main() {
|
|||
// we're close left
|
||||
if (pixCoord[1] < topLeft[1]) {
|
||||
// top
|
||||
if (distance(topLeft, pixCoord) > radius) {
|
||||
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 = pixColor * distances;
|
||||
return;
|
||||
}
|
||||
}
|
||||
} else if (pixCoord[1] > bottomRight[1]) {
|
||||
// bottom
|
||||
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
|
||||
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 = pixColor * distances;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -292,15 +596,57 @@ void main() {
|
|||
// we're close right
|
||||
if (pixCoord[1] < topLeft[1]) {
|
||||
// top
|
||||
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
|
||||
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 = pixColor * distances;
|
||||
return;
|
||||
}
|
||||
}
|
||||
} else if (pixCoord[1] > bottomRight[1]) {
|
||||
// bottom
|
||||
if (distance(bottomRight, pixCoord) > radius) {
|
||||
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 = pixColor * distances;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue