Draft fragment shader for rounded rectangles
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0995950526
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4 changed files with 31 additions and 2 deletions
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@ -1,9 +1,33 @@
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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 = 0) out vec4 o_Color;
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void main() {
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o_Color = v_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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{
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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),
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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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}
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void main() {
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o_Color = vec4(
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v_Color.xyz,
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v_Color.w * rounded(gl_FragCoord.xy, v_Pos, v_Scale, 5.0, 1.0)
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);
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}
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@ -10,6 +10,8 @@ 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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void main() {
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mat4 i_Transform = mat4(
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@ -20,5 +22,8 @@ void main() {
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);
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o_Color = i_Color;
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o_Pos = i_Pos;
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o_Scale = i_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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