Split quad::Pipeline into core and compatibility
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3c5ab30117
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13 changed files with 755 additions and 220 deletions
62
glow/src/shader/compatibility/quad.frag
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62
glow/src/shader/compatibility/quad.frag
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#version 100
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precision mediump float;
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uniform float u_ScreenHeight;
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varying vec4 v_Color;
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varying vec4 v_BorderColor;
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varying vec2 v_Pos;
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varying vec2 v_Scale;
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varying float v_BorderRadius;
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varying float v_BorderWidth;
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float _distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
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{
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// TODO: Try SDF approach: https://www.shadertoy.com/view/wd3XRN
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vec2 inner_size = size - vec2(radius, radius) * 2.0;
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vec2 top_left = position + vec2(radius, radius);
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vec2 bottom_right = top_left + inner_size;
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vec2 top_left_distance = top_left - frag_coord;
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vec2 bottom_right_distance = frag_coord - bottom_right;
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vec2 distance = vec2(
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max(max(top_left_distance.x, bottom_right_distance.x), 0.0),
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max(max(top_left_distance.y, bottom_right_distance.y), 0.0)
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);
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return sqrt(distance.x * distance.x + distance.y * distance.y);
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}
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void main() {
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vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
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float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0);
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float internal_distance = _distance(
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fragCoord,
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v_Pos + vec2(v_BorderWidth),
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v_Scale - vec2(v_BorderWidth * 2.0),
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internal_border
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);
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float border_mix = smoothstep(
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max(internal_border - 0.5, 0.0),
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internal_border + 0.5,
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internal_distance
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);
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vec4 mixed_color = mix(v_Color, v_BorderColor, border_mix);
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float d = _distance(
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fragCoord,
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v_Pos,
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v_Scale,
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v_BorderRadius
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);
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float radius_alpha =
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1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
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gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
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}
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46
glow/src/shader/compatibility/quad.vert
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46
glow/src/shader/compatibility/quad.vert
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@ -0,0 +1,46 @@
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#version 100
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uniform mat4 u_Transform;
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uniform float u_Scale;
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attribute vec2 i_Pos;
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attribute vec2 i_Scale;
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attribute vec4 i_Color;
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attribute vec4 i_BorderColor;
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attribute float i_BorderRadius;
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attribute float i_BorderWidth;
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attribute vec2 q_Pos;
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varying vec4 v_Color;
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varying vec4 v_BorderColor;
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varying vec2 v_Pos;
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varying vec2 v_Scale;
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varying float v_BorderRadius;
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varying float v_BorderWidth;
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void main() {
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vec2 p_Pos = i_Pos * u_Scale;
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vec2 p_Scale = i_Scale * u_Scale;
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float i_BorderRadius = min(
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i_BorderRadius,
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min(i_Scale.x, i_Scale.y) / 2.0
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);
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mat4 i_Transform = mat4(
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vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0),
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vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0)
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);
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v_Color = i_Color;
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v_BorderColor = i_BorderColor;
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v_Pos = p_Pos;
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v_Scale = p_Scale;
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v_BorderRadius = i_BorderRadius * u_Scale;
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v_BorderWidth = i_BorderWidth * u_Scale;
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gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0);
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}
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8
glow/src/shader/compatibility/triangle.frag
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8
glow/src/shader/compatibility/triangle.frag
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@ -0,0 +1,8 @@
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#version 100
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precision mediump float;
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varying vec4 v_Color;
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void main() {
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gl_FragColor = v_Color;
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}
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13
glow/src/shader/compatibility/triangle.vert
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13
glow/src/shader/compatibility/triangle.vert
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@ -0,0 +1,13 @@
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#version 100
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uniform mat4 u_Transform;
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attribute vec2 i_Position;
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attribute vec4 i_Color;
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varying vec4 v_Color;
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void main() {
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v_Color = i_Color;
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gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
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}
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@ -1,4 +1,4 @@
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#version 330
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#version 130
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uniform float u_ScreenHeight;
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@ -1,14 +1,14 @@
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#version 330
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#version 130
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uniform mat4 u_Transform;
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uniform float u_Scale;
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layout(location = 0) in vec2 i_Pos;
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layout(location = 1) in vec2 i_Scale;
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layout(location = 2) in vec4 i_Color;
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layout(location = 3) in vec4 i_BorderColor;
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layout(location = 4) in float i_BorderRadius;
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layout(location = 5) in float i_BorderWidth;
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in vec2 i_Pos;
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in vec2 i_Scale;
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in vec4 i_Color;
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in vec4 i_BorderColor;
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in float i_BorderRadius;
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in float i_BorderWidth;
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out vec4 v_Color;
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out vec4 v_BorderColor;
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@ -1,4 +1,4 @@
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#version 330
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#version 130
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in vec4 v_Color;
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@ -1,9 +1,9 @@
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#version 330
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#version 130
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uniform mat4 u_Transform;
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layout(location = 0) in vec2 i_Position;
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layout(location = 1) in vec4 i_Color;
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in vec2 i_Position;
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in vec4 i_Color;
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out vec4 v_Color;
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