Add border_width and border_color to Quad
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17 changed files with 180 additions and 128 deletions
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@ -1,14 +1,17 @@
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#version 450
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layout(location = 0) in vec4 v_Color;
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layout(location = 1) in vec2 v_Pos;
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layout(location = 2) in vec2 v_Scale;
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layout(location = 3) in float v_BorderRadius;
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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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layout(location = 0) out vec4 o_Color;
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float rounded(in vec2 frag_coord, in vec2 position, in vec2 size, float radius, float s)
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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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@ -21,13 +24,43 @@ float rounded(in vec2 frag_coord, in vec2 position, in vec2 size, float radius,
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max(max(top_left_distance.y, bottom_right_distance.y), 0)
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);
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float d = sqrt(distance.x * distance.x + distance.y * distance.y);
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return 1.0 - smoothstep(radius - s, radius + s, d);
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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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float radius_alpha = rounded(gl_FragCoord.xy, v_Pos, v_Scale, v_BorderRadius, 0.5);
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vec4 mixed_color;
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o_Color = vec4(v_Color.xyz, v_Color.w * radius_alpha);
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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_distance = distance(
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gl_FragCoord.xy,
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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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mixed_color = mix(v_Color, v_BorderColor, border_mix);
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} else {
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mixed_color = v_Color;
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}
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float d = distance(
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gl_FragCoord.xy,
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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), 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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Binary file not shown.
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@ -4,7 +4,9 @@ layout(location = 0) in vec2 v_Pos;
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layout(location = 1) in vec2 i_Pos;
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layout(location = 2) in vec2 i_Scale;
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layout(location = 3) in vec4 i_Color;
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layout(location = 4) in float i_BorderRadius;
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layout(location = 4) in vec4 i_BorderColor;
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layout(location = 5) in float i_BorderRadius;
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layout(location = 6) in float i_BorderWidth;
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layout (set = 0, binding = 0) uniform Globals {
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mat4 u_Transform;
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@ -12,9 +14,11 @@ layout (set = 0, binding = 0) uniform Globals {
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};
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layout(location = 0) out vec4 o_Color;
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layout(location = 1) out vec2 o_Pos;
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layout(location = 2) out vec2 o_Scale;
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layout(location = 3) out float o_BorderRadius;
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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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void main() {
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vec2 p_Pos = i_Pos * u_Scale;
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@ -28,9 +32,11 @@ void main() {
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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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gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
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}
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