#pragma once #include 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; void main() { gl_FragColor = v_color; })#"; 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; void main() { vec2 pixCoord = fullSize * v_texcoord; if (pixCoord[0] < topLeft[0]) { // we're close left if (pixCoord[1] < topLeft[1]) { // top if (distance(topLeft, pixCoord) > radius) { discard; return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) { discard; return; } } } else if (pixCoord[0] > bottomRight[0]) { // we're close right if (pixCoord[1] < topLeft[1]) { // top if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) { discard; return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(bottomRight, pixCoord) > radius) { discard; return; } } } gl_FragColor = texture2D(tex, v_texcoord) * 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; void main() { vec2 pixCoord = fullSize * v_texcoord; if (pixCoord[0] < topLeft[0]) { // we're close left if (pixCoord[1] < topLeft[1]) { // top if (distance(topLeft, pixCoord) > radius) { discard; return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) { discard; return; } } } else if (pixCoord[0] > bottomRight[0]) { // we're close right if (pixCoord[1] < topLeft[1]) { // top if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) { discard; return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(bottomRight, pixCoord) > radius) { discard; return; } } } gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha; })#"; // thanks to Loadus // https://www.shadertoy.com/view/Mtl3Rj // for this pseudo-gaussian blur! inline const std::string FRAGBLUR1 = R"#( precision mediump float; varying vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float radius; uniform vec2 resolution; uniform float alpha; float SCurve (float x) { x = x * 2.0 - 1.0; return -x * abs(x) * 0.5 + x + 0.5; } vec4 BlurH (vec2 size, vec2 uv) { if (radius >= 1.0) { vec4 A = vec4(0.0); vec4 C = vec4(0.0); float width = 1.0 / size.x; float divisor = 0.0; float weight = 0.0; float radiusMultiplier = 1.0 / radius; for (float x = -radius; x <= radius; x++) { A = texture2D(tex, uv + vec2(x * width, 0.0)); weight = SCurve(1.0 - (abs(x) * radiusMultiplier)); C += A * weight; divisor += weight; } return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0); } return texture2D(tex, uv); } void main() { gl_FragColor = BlurH(resolution, v_texcoord) * alpha; } )#"; inline const std::string FRAGBLUR2 = R"#( precision mediump float; varying vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float radius; uniform vec2 resolution; uniform float alpha; float SCurve (float x) { x = x * 2.0 - 1.0; return -x * abs(x) * 0.5 + x + 0.5; } vec4 BlurV (vec2 size, vec2 uv) { if (radius >= 1.0) { vec4 A = vec4(0.0); vec4 C = vec4(0.0); float height = 1.0 / size.y; float divisor = 0.0; float weight = 0.0; float radiusMultiplier = 1.0 / radius; for (float y = -radius; y <= radius; y++) { A = texture2D(tex, uv + vec2(0.0, y * height)); weight = SCurve(1.0 - (abs(y) * radiusMultiplier)); C += A * weight; divisor += weight; } return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0); } return texture2D(tex, uv); } void main() { gl_FragColor = BlurV(resolution, v_texcoord) * alpha; } )#"; 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; void main() { vec2 pixCoord = fullSize * v_texcoord; if (pixCoord[0] < topLeft[0]) { // we're close left if (pixCoord[1] < topLeft[1]) { // top if (distance(topLeft, pixCoord) > radius) { discard; return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) { discard; return; } } } else if (pixCoord[0] > bottomRight[0]) { // we're close right if (pixCoord[1] < topLeft[1]) { // top if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) { discard; return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(bottomRight, pixCoord) > radius) { discard; return; } } } gl_FragColor = texture2D(texture0, v_texcoord) * alpha; })#";