Use get_uniform_location for wider compatibility
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7 changed files with 93 additions and 48 deletions
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@ -1,15 +1,15 @@
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#version 450
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#version 330
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layout(location = 2) uniform float u_Screen_Height;
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uniform float u_ScreenHeight;
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layout(location = 0) in vec4 v_Color;
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layout(location = 1) in vec4 v_BorderColor;
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layout(location = 2) in vec2 v_Pos;
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layout(location = 3) in vec2 v_Scale;
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layout(location = 4) in float v_BorderRadius;
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layout(location = 5) in float v_BorderWidth;
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in vec4 v_Color;
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in vec4 v_BorderColor;
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in vec2 v_Pos;
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in vec2 v_Scale;
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in float v_BorderRadius;
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in float v_BorderWidth;
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layout(location = 0) out vec4 o_Color;
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out vec4 o_Color;
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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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@ -22,8 +22,8 @@ float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
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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),
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max(max(top_left_distance.y, bottom_right_distance.y), 0)
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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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@ -32,11 +32,11 @@ float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
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void main() {
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vec4 mixed_color;
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vec2 fragCoord = vec2(gl_FragCoord.x, u_Screen_Height - gl_FragCoord.y);
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vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
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// TODO: Remove branching (?)
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if(v_BorderWidth > 0) {
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float internal_border = max(v_BorderRadius - v_BorderWidth, 0);
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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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@ -64,7 +64,7 @@ void main() {
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);
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float radius_alpha =
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1.0 - smoothstep(max(v_BorderRadius - 0.5, 0), v_BorderRadius + 0.5, d);
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1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
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o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
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}
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@ -1,7 +1,7 @@
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#version 450
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#version 330
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layout(location = 0) uniform mat4 u_Transform;
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layout(location = 1) uniform float u_Scale;
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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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@ -10,12 +10,12 @@ 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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layout(location = 0) out vec4 o_Color;
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layout(location = 1) out vec4 o_BorderColor;
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layout(location = 2) out vec2 o_Pos;
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layout(location = 3) out vec2 o_Scale;
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layout(location = 4) out float o_BorderRadius;
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layout(location = 5) out float o_BorderWidth;
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out vec4 v_Color;
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out vec4 v_BorderColor;
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out vec2 v_Pos;
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out vec2 v_Scale;
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out float v_BorderRadius;
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out float v_BorderWidth;
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const vec2 positions[4] = vec2[](
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vec2(0.0, 0.0),
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@ -25,7 +25,7 @@ const vec2 positions[4] = vec2[](
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);
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void main() {
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vec2 v_Pos = positions[gl_VertexID];
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vec2 q_Pos = positions[gl_VertexID];
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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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@ -36,12 +36,12 @@ void main() {
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vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0)
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);
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o_Color = i_Color;
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o_BorderColor = i_BorderColor;
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o_Pos = p_Pos;
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o_Scale = p_Scale;
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o_BorderRadius = i_BorderRadius * u_Scale;
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o_BorderWidth = i_BorderWidth * u_Scale;
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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(v_Pos, 0.0, 1.0);
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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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@ -1,8 +1,9 @@
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#version 450
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#version 330
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layout(location = 0) in vec4 i_Color;
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layout(location = 0) out vec4 o_Color;
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in vec4 v_Color;
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out vec4 o_Color;
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void main() {
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o_Color = i_Color;
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o_Color = v_Color;
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}
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@ -1,13 +1,13 @@
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#version 450
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#version 330
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layout(location = 0) uniform mat4 u_Transform;
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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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layout(location = 0) out vec4 o_Color;
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out vec4 v_Color;
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void main() {
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gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
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o_Color = i_Color;
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v_Color = i_Color;
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}
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