Added antialiasing to outer edges

simplified, stupidly fast MSAA for rounded edges
This commit is contained in:
vaxerski 2022-06-02 22:58:54 +02:00
parent 7b568d7ad8
commit e11cb8b328
4 changed files with 401 additions and 52 deletions

View file

@ -45,6 +45,7 @@ void CConfigManager::setDefaultVars() {
configValues["decoration:active_opacity"].floatValue = 1; configValues["decoration:active_opacity"].floatValue = 1;
configValues["decoration:inactive_opacity"].floatValue = 1; configValues["decoration:inactive_opacity"].floatValue = 1;
configValues["decoration:fullscreen_opacity"].floatValue = 1; configValues["decoration:fullscreen_opacity"].floatValue = 1;
configValues["decoration:multisample_edges"].intValue = 1;
configValues["dwindle:pseudotile"].intValue = 0; configValues["dwindle:pseudotile"].intValue = 0;
configValues["dwindle:col.group_border"].intValue = 0x66777700; configValues["dwindle:col.group_border"].intValue = 0x66777700;

View file

@ -269,6 +269,7 @@ void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col, int round) {
glUniform2f(glGetUniformLocation(m_shQUAD.program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(glGetUniformLocation(m_shQUAD.program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(glGetUniformLocation(m_shQUAD.program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform2f(glGetUniformLocation(m_shQUAD.program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(glGetUniformLocation(m_shQUAD.program, "radius"), round); glUniform1f(glGetUniformLocation(m_shQUAD.program, "radius"), round);
glUniform1i(glGetUniformLocation(m_shQUAD.program, "primitiveMultisample"), (int)(g_pConfigManager->getInt("decoration:multisample_edges") == 1 && round != 0));
glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
@ -304,7 +305,7 @@ void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float al
scissor((wlr_box*)nullptr); scissor((wlr_box*)nullptr);
} }
void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool border) { void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool border, bool noAA) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!"); RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
@ -362,6 +363,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glUniform2f(glGetUniformLocation(shader->program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(glGetUniformLocation(shader->program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(glGetUniformLocation(shader->program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform2f(glGetUniformLocation(shader->program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(glGetUniformLocation(shader->program, "radius"), round); glUniform1f(glGetUniformLocation(shader->program, "radius"), round);
glUniform1i(glGetUniformLocation(shader->program, "primitiveMultisample"), (int)(g_pConfigManager->getInt("decoration:multisample_edges") == 1 && round != 0 && !border && !noAA));
glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
@ -598,7 +600,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
glStencilFunc(GL_ALWAYS, 1, -1); glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
renderTextureInternalWithDamage(tex, pBox, a, &damage, round); renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true);
// then stop // then stop
glStencilFunc(GL_EQUAL, 1, -1); glStencilFunc(GL_EQUAL, 1, -1);

View file

@ -110,7 +110,7 @@ private:
// returns the out FB, can be either Mirror or MirrorSwap // returns the out FB, can be either Mirror or MirrorSwap
CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage); CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool border = false); 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);
void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0); void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
}; };

View file

@ -26,6 +26,8 @@ uniform vec2 bottomRight;
uniform vec2 fullSize; uniform vec2 fullSize;
uniform float radius; uniform float radius;
uniform int primitiveMultisample;
void main() { void main() {
if (radius == 0.0) { if (radius == 0.0) {
gl_FragColor = v_color; gl_FragColor = v_color;
@ -38,15 +40,57 @@ void main() {
// we're close left // we're close left
if (pixCoord[1] < topLeft[1]) { if (pixCoord[1] < topLeft[1]) {
// top // top
if (distance(topLeft, pixCoord) > radius) {
discard; float topLeftDistance = distance(topLeft, pixCoord);
return;
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 = v_color * distances;
return;
}
} }
} else if (pixCoord[1] > bottomRight[1]) { } else if (pixCoord[1] > bottomRight[1]) {
// bottom // bottom
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
discard; float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
return;
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 = v_color * distances;
return;
}
} }
} }
} }
@ -54,15 +98,57 @@ void main() {
// we're close right // we're close right
if (pixCoord[1] < topLeft[1]) { if (pixCoord[1] < topLeft[1]) {
// top // top
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
discard; float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
return;
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 = v_color * distances;
return;
}
} }
} else if (pixCoord[1] > bottomRight[1]) { } else if (pixCoord[1] > bottomRight[1]) {
// bottom // bottom
if (distance(bottomRight, pixCoord) > radius) {
discard; float topLeftDistance = distance(bottomRight, pixCoord);
return;
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 = v_color * distances;
return;
}
} }
} }
} }
@ -94,6 +180,8 @@ uniform float radius;
uniform int discardOpaque; uniform int discardOpaque;
uniform int primitiveMultisample;
void main() { void main() {
vec4 pixColor = texture2D(tex, v_texcoord); vec4 pixColor = texture2D(tex, v_texcoord);
@ -109,15 +197,57 @@ void main() {
// we're close left // we're close left
if (pixCoord[1] < topLeft[1]) { if (pixCoord[1] < topLeft[1]) {
// top // top
if (distance(topLeft, pixCoord) > radius) {
discard; float topLeftDistance = distance(topLeft, pixCoord);
return;
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]) { } else if (pixCoord[1] > bottomRight[1]) {
// bottom // bottom
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
discard; float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
return;
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;
}
} }
} }
} }
@ -125,15 +255,57 @@ void main() {
// we're close right // we're close right
if (pixCoord[1] < topLeft[1]) { if (pixCoord[1] < topLeft[1]) {
// top // top
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
discard; float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
return;
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]) { } else if (pixCoord[1] > bottomRight[1]) {
// bottom // bottom
if (distance(bottomRight, pixCoord) > radius) {
discard; float topLeftDistance = distance(bottomRight, pixCoord);
return;
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;
}
} }
} }
} }
@ -154,6 +326,8 @@ uniform float radius;
uniform int discardOpaque; uniform int discardOpaque;
uniform int primitiveMultisample;
void main() { void main() {
if (discardOpaque == 1 && alpha == 1.0) { if (discardOpaque == 1 && alpha == 1.0) {
@ -161,21 +335,65 @@ void main() {
return; return;
} }
vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
vec2 pixCoord = fullSize * v_texcoord; vec2 pixCoord = fullSize * v_texcoord;
if (pixCoord[0] < topLeft[0]) { if (pixCoord[0] < topLeft[0]) {
// we're close left // we're close left
if (pixCoord[1] < topLeft[1]) { if (pixCoord[1] < topLeft[1]) {
// top // top
if (distance(topLeft, pixCoord) > radius) {
discard; float topLeftDistance = distance(topLeft, pixCoord);
return;
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]) { } else if (pixCoord[1] > bottomRight[1]) {
// bottom // bottom
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
discard; float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
return;
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;
}
} }
} }
} }
@ -183,20 +401,62 @@ void main() {
// we're close right // we're close right
if (pixCoord[1] < topLeft[1]) { if (pixCoord[1] < topLeft[1]) {
// top // top
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
discard; float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
return;
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]) { } else if (pixCoord[1] > bottomRight[1]) {
// bottom // bottom
if (distance(bottomRight, pixCoord) > radius) {
discard; float topLeftDistance = distance(bottomRight, pixCoord);
return;
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"#( inline const std::string FRAGBLUR1 = R"#(
@ -261,6 +521,8 @@ uniform float radius;
uniform int discardOpaque; uniform int discardOpaque;
uniform int primitiveMultisample;
void main() { void main() {
vec4 pixColor = texture2D(texture0, v_texcoord); vec4 pixColor = texture2D(texture0, v_texcoord);
@ -276,15 +538,57 @@ void main() {
// we're close left // we're close left
if (pixCoord[1] < topLeft[1]) { if (pixCoord[1] < topLeft[1]) {
// top // top
if (distance(topLeft, pixCoord) > radius) {
discard; float topLeftDistance = distance(topLeft, pixCoord);
return;
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]) { } else if (pixCoord[1] > bottomRight[1]) {
// bottom // bottom
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
discard; float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
return;
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 // we're close right
if (pixCoord[1] < topLeft[1]) { if (pixCoord[1] < topLeft[1]) {
// top // top
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
discard; float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
return;
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]) { } else if (pixCoord[1] > bottomRight[1]) {
// bottom // bottom
if (distance(bottomRight, pixCoord) > radius) {
discard; float topLeftDistance = distance(bottomRight, pixCoord);
return;
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;
}
} }
} }
} }