#pragma once #include inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string { return R"#( // branchless baby! highp vec2 pixCoord = vec2(gl_FragCoord); pixCoord -= topLeft + fullSize * 0.5; pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0; pixCoord -= fullSize * 0.5 - radius; if (pixCoord.x + pixCoord.y > radius) { float dist = length(pixCoord); if (dist > radius) discard; if (primitiveMultisample == 1 && dist > radius - 1.0) { float distances = 0.0; distances += float(length(pixCoord + vec2(0.25, 0.25)) < radius); distances += float(length(pixCoord + vec2(0.75, 0.25)) < radius); distances += float(length(pixCoord + vec2(0.25, 0.75)) < radius); distances += float(length(pixCoord + vec2(0.75, 0.75)) < radius); if (distances == 0.0) discard; distances /= 4.0; )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances; } } )#"; }; inline const std::string QUADVERTSRC = R"#( uniform mat3 proj; uniform vec4 color; attribute vec2 pos; attribute vec2 texcoord; varying vec4 v_color; varying vec2 v_texcoord; void main() { gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); v_color = color; v_texcoord = texcoord; })#"; inline const std::string QUADFRAGSRC = R"#( precision mediump float; varying vec4 v_color; uniform vec2 topLeft; uniform vec2 fullSize; uniform float radius; uniform int primitiveMultisample; void main() { vec4 pixColor = v_color; if (radius > 0.0) { )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( } gl_FragColor = pixColor; })#"; inline const std::string TEXVERTSRC = R"#( uniform mat3 proj; attribute vec2 pos; attribute vec2 texcoord; varying vec2 v_texcoord; void main() { gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); v_texcoord = texcoord; })#"; inline const std::string TEXFRAGSRCRGBA = R"#( precision mediump float; varying vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float alpha; uniform vec2 topLeft; uniform vec2 fullSize; uniform float radius; uniform int discardOpaque; uniform int discardAlphaZero; uniform int applyTint; uniform vec3 tint; uniform int primitiveMultisample; void main() { vec4 pixColor = texture2D(tex, v_texcoord); if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) discard; if (discardAlphaZero == 1 && pixColor[3] == 0.0) discard; if (applyTint == 1) { pixColor[0] = pixColor[0] * tint[0]; pixColor[1] = pixColor[1] * tint[1]; pixColor[2] = pixColor[2] * tint[2]; } )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( gl_FragColor = pixColor * alpha; })#"; inline const std::string TEXFRAGSRCRGBAPASSTHRU = R"#( precision mediump float; varying vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; void main() { gl_FragColor = texture2D(tex, v_texcoord); })#"; inline const std::string TEXFRAGSRCRGBX = R"#( precision mediump float; varying vec2 v_texcoord; uniform sampler2D tex; uniform float alpha; uniform vec2 topLeft; uniform vec2 fullSize; uniform float radius; uniform int discardOpaque; uniform int discardAlphaZero; uniform int applyTint; uniform vec3 tint; uniform int primitiveMultisample; void main() { if (discardOpaque == 1 && alpha == 1.0) discard; vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0); if (applyTint == 1) { pixColor[0] = pixColor[0] * tint[0]; pixColor[1] = pixColor[1] * tint[1]; pixColor[2] = pixColor[2] * tint[2]; } )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( gl_FragColor = pixColor * alpha; })#"; inline const std::string FRAGBLUR1 = R"#( #version 100 precision mediump float; varying mediump vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float radius; uniform vec2 halfpixel; void main() { vec2 uv = v_texcoord * 2.0; vec4 sum = texture2D(tex, uv) * 4.0; sum += texture2D(tex, uv - halfpixel.xy * radius); sum += texture2D(tex, uv + halfpixel.xy * radius); sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius); sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius); gl_FragColor = sum / 8.0; } )#"; inline const std::string FRAGBLUR2 = R"#( #version 100 precision mediump float; varying mediump vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float radius; uniform vec2 halfpixel; void main() { vec2 uv = v_texcoord / 2.0; vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius); sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0; sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius); sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0; sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius); sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0; sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius); sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0; gl_FragColor = sum / 12.0; } )#"; inline const std::string TEXFRAGSRCEXT = R"#( #extension GL_OES_EGL_image_external : require precision mediump float; varying vec2 v_texcoord; uniform samplerExternalOES texture0; uniform float alpha; uniform vec2 topLeft; uniform vec2 fullSize; uniform float radius; uniform int discardOpaque; uniform int discardAlphaZero; uniform int applyTint; uniform vec3 tint; uniform int primitiveMultisample; void main() { vec4 pixColor = texture2D(texture0, v_texcoord); if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) discard; if (applyTint == 1) { pixColor[0] = pixColor[0] * tint[0]; pixColor[1] = pixColor[1] * tint[1]; pixColor[2] = pixColor[2] * tint[2]; } )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( gl_FragColor = pixColor * alpha; } )#"; static const std::string FRAGGLITCH = R"#( precision mediump float; varying vec2 v_texcoord; uniform sampler2D tex; uniform float time; // quirk: time is set to 0 at the beginning, should be around 10 when crash. uniform float distort; uniform vec2 screenSize; float rand(float co) { return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453); } float rand(vec2 co) { return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); } float noise(vec2 point) { vec2 floored = floor(point); vec2 fractal = fract(point); fractal = fractal * fractal * (3.0 - 2.0 * fractal); float mixed = mix( mix(rand(floored), rand(floored + vec2(1.0, 0.0)), fractal.x), mix(rand(floored + vec2(0.0,1.0)), rand(floored + vec2(1.0,1.0)), fractal.x), fractal.y); return mixed * mixed; } void main() { float ABERR_OFFSET = 4.0 * (distort / 5.5) * time; float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5)); float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0; float MELT_AMOUNT = (distort * 8.0) / screenSize.y; float NOISE = abs(mod(noise(v_texcoord) * distort * time * 2.771, 1.0)) * time / 10.0; if (time < 2.0) NOISE = 0.0; float offset = (mod(rand(floor(v_texcoord.y * TEAR_BANDS)) * 318.772 * time, 20.0) - 10.0) / TEAR_AMOUNT; vec2 blockOffset = vec2(((abs(mod(rand(floor(v_texcoord.x * 37.162)) * 721.43, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0), ((abs(mod(rand(floor(v_texcoord.y * 45.882)) * 733.923, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0)); if (time < 3.0) blockOffset = vec2(0,0); float meltSeed = abs(mod(rand(floor(v_texcoord.x * screenSize.x * 17.719)) * 281.882, 1.0)); if (meltSeed < 0.8) { meltSeed = 0.0; } else { meltSeed *= 25.0 * NOISE; } float meltAmount = MELT_AMOUNT * meltSeed; vec2 pixCoord = vec2(v_texcoord.x + offset + NOISE * 3.0 / screenSize.x + blockOffset.x, v_texcoord.y - meltAmount + 0.02 * NOISE / screenSize.x + NOISE * 3.0 / screenSize.y + blockOffset.y); vec4 pixColor = texture2D(tex, pixCoord); vec4 pixColorLeft = texture2D(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0)); vec4 pixColorRight = texture2D(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0)); pixColor[0] = pixColorLeft[0]; pixColor[2] = pixColorRight[2]; pixColor[0] += distort / 90.0; gl_FragColor = pixColor; } )#";