Draft first working version of iced_glow 🎉
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51 changed files with 3212 additions and 42 deletions
67
glow/src/shader/quad.frag
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67
glow/src/shader/quad.frag
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#version 450
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layout(origin_upper_left) in vec4 gl_FragCoord;
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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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layout(location = 0) 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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// 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),
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max(max(top_left_distance.y, bottom_right_distance.y), 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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vec4 mixed_color;
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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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47
glow/src/shader/quad.vert
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47
glow/src/shader/quad.vert
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#version 450
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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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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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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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const vec2 positions[4] = vec2[](
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vec2(0.0, 0.0),
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vec2(0.0, 1.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0)
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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 p_Pos = i_Pos * u_Scale;
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vec2 p_Scale = i_Scale * u_Scale;
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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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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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