Split quad::Pipeline into core and compatibility

This commit is contained in:
Richard 2021-11-04 19:26:49 -03:00
parent 3c5ab30117
commit 381052c50e
13 changed files with 755 additions and 220 deletions

View file

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#version 130
uniform float u_ScreenHeight;
in vec4 v_Color;
in vec4 v_BorderColor;
in vec2 v_Pos;
in vec2 v_Scale;
in float v_BorderRadius;
in float v_BorderWidth;
out vec4 o_Color;
float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
{
// TODO: Try SDF approach: https://www.shadertoy.com/view/wd3XRN
vec2 inner_size = size - vec2(radius, radius) * 2.0;
vec2 top_left = position + vec2(radius, radius);
vec2 bottom_right = top_left + inner_size;
vec2 top_left_distance = top_left - frag_coord;
vec2 bottom_right_distance = frag_coord - bottom_right;
vec2 distance = vec2(
max(max(top_left_distance.x, bottom_right_distance.x), 0.0),
max(max(top_left_distance.y, bottom_right_distance.y), 0.0)
);
return sqrt(distance.x * distance.x + distance.y * distance.y);
}
void main() {
vec4 mixed_color;
vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
// TODO: Remove branching (?)
if(v_BorderWidth > 0) {
float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0);
float internal_distance = distance(
fragCoord,
v_Pos + vec2(v_BorderWidth),
v_Scale - vec2(v_BorderWidth * 2.0),
internal_border
);
float border_mix = smoothstep(
max(internal_border - 0.5, 0.0),
internal_border + 0.5,
internal_distance
);
mixed_color = mix(v_Color, v_BorderColor, border_mix);
} else {
mixed_color = v_Color;
}
float d = distance(
fragCoord,
v_Pos,
v_Scale,
v_BorderRadius
);
float radius_alpha =
1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
}

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#version 130
uniform mat4 u_Transform;
uniform float u_Scale;
in vec2 i_Pos;
in vec2 i_Scale;
in vec4 i_Color;
in vec4 i_BorderColor;
in float i_BorderRadius;
in float i_BorderWidth;
out vec4 v_Color;
out vec4 v_BorderColor;
out vec2 v_Pos;
out vec2 v_Scale;
out float v_BorderRadius;
out float v_BorderWidth;
const vec2 positions[4] = vec2[](
vec2(0.0, 0.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0)
);
void main() {
vec2 q_Pos = positions[gl_VertexID];
vec2 p_Pos = i_Pos * u_Scale;
vec2 p_Scale = i_Scale * u_Scale;
float i_BorderRadius = min(
i_BorderRadius,
min(i_Scale.x, i_Scale.y) / 2.0
);
mat4 i_Transform = mat4(
vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0),
vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0)
);
v_Color = i_Color;
v_BorderColor = i_BorderColor;
v_Pos = p_Pos;
v_Scale = p_Scale;
v_BorderRadius = i_BorderRadius * u_Scale;
v_BorderWidth = i_BorderWidth * u_Scale;
gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0);
}

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#version 130
in vec4 v_Color;
out vec4 o_Color;
void main() {
o_Color = v_Color;
}

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#version 130
uniform mat4 u_Transform;
in vec2 i_Position;
in vec4 i_Color;
out vec4 v_Color;
void main() {
gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
v_Color = i_Color;
}