#pragma once #include inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string { return R"#( if (pixCoord[0] < topLeft[0]) { // we're close left if (pixCoord[1] < topLeft[1]) { // top if (ignoreCorners == 1) { 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; )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances; } } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (ignoreCorners == 1) { 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; )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances; } } } } else if (pixCoord[0] > bottomRight[0]) { // we're close right if (pixCoord[1] < topLeft[1]) { // top if (ignoreCorners == 1) { 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; )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances; } } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (ignoreCorners == 1) { 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; )#" + 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; varying vec2 v_texcoord; uniform vec2 topLeft; uniform vec2 bottomRight; uniform vec2 fullSize; uniform float radius; uniform int primitiveMultisample; uniform int ignoreCorners; void main() { if (radius == 0.0) { gl_FragColor = v_color; return; } vec4 pixColor = v_color; vec2 pixCoord = fullSize * v_texcoord; )#" + 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 bottomRight; uniform vec2 fullSize; uniform float radius; uniform int discardOpaque; uniform int primitiveMultisample; uniform int ignoreCorners; void main() { vec4 pixColor = texture2D(tex, v_texcoord); if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) { discard; return; } vec2 pixCoord = fullSize * v_texcoord; )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( gl_FragColor = pixColor * alpha; })#"; inline const std::string TEXFRAGSRCRGBX = R"#( precision mediump float; varying vec2 v_texcoord; uniform sampler2D tex; uniform float alpha; uniform vec2 topLeft; uniform vec2 bottomRight; uniform vec2 fullSize; uniform float radius; uniform int discardOpaque; uniform int primitiveMultisample; uniform int ignoreCorners; void main() { if (discardOpaque == 1 && alpha == 1.0) { discard; return; } vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0); vec2 pixCoord = fullSize * v_texcoord; )#" + 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 bottomRight; uniform vec2 fullSize; uniform float radius; uniform int discardOpaque; uniform int primitiveMultisample; uniform int ignoreCorners; void main() { vec4 pixColor = texture2D(texture0, v_texcoord); if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) { discard; return; } vec2 pixCoord = fullSize * v_texcoord; )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( gl_FragColor = pixColor * alpha; })#";