Fix compatibility::quad pipeline in iced_glow
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c0596179bd
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dcec3fd792
3 changed files with 28 additions and 10 deletions
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@ -325,7 +325,7 @@ impl Vertex {
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size: quad.size,
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color: quad.color,
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border_color: quad.color,
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border_radius: [quad.border_radius[0]; 4],
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border_radius: quad.border_radius,
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border_width: quad.border_width,
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q_position: [0.0, 0.0],
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};
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@ -12,7 +12,7 @@ varying vec4 v_Color;
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varying vec4 v_BorderColor;
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varying vec2 v_Pos;
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varying vec2 v_Scale;
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varying float v_BorderRadius;
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varying vec4 v_BorderRadius;
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varying float v_BorderWidth;
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float _distance(vec2 frag_coord, vec2 position, vec2 size, float radius)
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@ -33,10 +33,26 @@ float _distance(vec2 frag_coord, vec2 position, vec2 size, float radius)
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return sqrt(distance.x * distance.x + distance.y * distance.y);
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}
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float selectBorderRadius(vec4 radi, vec2 position, vec2 center)
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{
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float rx = radi.x;
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float ry = radi.y;
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rx = position.x > center.x ? radi.y : radi.x;
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ry = position.x > center.x ? radi.z : radi.w;
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rx = position.y > center.y ? ry : rx;
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return rx;
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}
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void main() {
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vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
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float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0);
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float border_radius = selectBorderRadius(
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v_BorderRadius,
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fragCoord,
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(v_Pos + v_Scale * 0.5).xy
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);
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float internal_border = max(border_radius - v_BorderWidth, 0.0);
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float internal_distance = _distance(
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fragCoord,
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@ -57,11 +73,11 @@ void main() {
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fragCoord,
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v_Pos,
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v_Scale,
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v_BorderRadius
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border_radius
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);
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float radius_alpha =
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1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
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1.0 - smoothstep(max(border_radius - 0.5, 0.0), border_radius + 0.5, d);
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gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
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}
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@ -5,7 +5,7 @@ attribute vec2 i_Pos;
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attribute vec2 i_Scale;
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attribute vec4 i_Color;
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attribute vec4 i_BorderColor;
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attribute float i_BorderRadius;
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attribute vec4 i_BorderRadius;
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attribute float i_BorderWidth;
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attribute vec2 q_Pos;
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@ -13,7 +13,7 @@ varying vec4 v_Color;
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varying vec4 v_BorderColor;
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varying vec2 v_Pos;
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varying vec2 v_Scale;
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varying float v_BorderRadius;
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varying vec4 v_BorderRadius;
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varying float v_BorderWidth;
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@ -21,9 +21,11 @@ void main() {
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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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float i_BorderRadius = min(
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i_BorderRadius,
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min(i_Scale.x, i_Scale.y) / 2.0
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vec4 i_BorderRadius = vec4(
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min(i_BorderRadius.x, min(i_Scale.x, i_Scale.y) / 2.0),
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min(i_BorderRadius.y, min(i_Scale.x, i_Scale.y) / 2.0),
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min(i_BorderRadius.z, min(i_Scale.x, i_Scale.y) / 2.0),
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min(i_BorderRadius.w, min(i_Scale.x, i_Scale.y) / 2.0)
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);
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mat4 i_Transform = mat4(
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