Fix compatibility::quad pipeline in iced_glow

This commit is contained in:
Héctor Ramón Jiménez 2022-11-08 04:50:26 +01:00
parent c0596179bd
commit dcec3fd792
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GPG key ID: 140CC052C94F138E
3 changed files with 28 additions and 10 deletions

View file

@ -325,7 +325,7 @@ impl Vertex {
size: quad.size, size: quad.size,
color: quad.color, color: quad.color,
border_color: quad.color, border_color: quad.color,
border_radius: [quad.border_radius[0]; 4], border_radius: quad.border_radius,
border_width: quad.border_width, border_width: quad.border_width,
q_position: [0.0, 0.0], q_position: [0.0, 0.0],
}; };

View file

@ -12,7 +12,7 @@ varying vec4 v_Color;
varying vec4 v_BorderColor; varying vec4 v_BorderColor;
varying vec2 v_Pos; varying vec2 v_Pos;
varying vec2 v_Scale; varying vec2 v_Scale;
varying float v_BorderRadius; varying vec4 v_BorderRadius;
varying float v_BorderWidth; varying float v_BorderWidth;
float _distance(vec2 frag_coord, vec2 position, vec2 size, float radius) float _distance(vec2 frag_coord, vec2 position, vec2 size, float radius)
@ -33,10 +33,26 @@ float _distance(vec2 frag_coord, vec2 position, vec2 size, float radius)
return sqrt(distance.x * distance.x + distance.y * distance.y); return sqrt(distance.x * distance.x + distance.y * distance.y);
} }
float selectBorderRadius(vec4 radi, vec2 position, vec2 center)
{
float rx = radi.x;
float ry = radi.y;
rx = position.x > center.x ? radi.y : radi.x;
ry = position.x > center.x ? radi.z : radi.w;
rx = position.y > center.y ? ry : rx;
return rx;
}
void main() { void main() {
vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y); vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0); float border_radius = selectBorderRadius(
v_BorderRadius,
fragCoord,
(v_Pos + v_Scale * 0.5).xy
);
float internal_border = max(border_radius - v_BorderWidth, 0.0);
float internal_distance = _distance( float internal_distance = _distance(
fragCoord, fragCoord,
@ -57,11 +73,11 @@ void main() {
fragCoord, fragCoord,
v_Pos, v_Pos,
v_Scale, v_Scale,
v_BorderRadius border_radius
); );
float radius_alpha = float radius_alpha =
1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d); 1.0 - smoothstep(max(border_radius - 0.5, 0.0), border_radius + 0.5, d);
gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha); gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
} }

View file

@ -5,7 +5,7 @@ attribute vec2 i_Pos;
attribute vec2 i_Scale; attribute vec2 i_Scale;
attribute vec4 i_Color; attribute vec4 i_Color;
attribute vec4 i_BorderColor; attribute vec4 i_BorderColor;
attribute float i_BorderRadius; attribute vec4 i_BorderRadius;
attribute float i_BorderWidth; attribute float i_BorderWidth;
attribute vec2 q_Pos; attribute vec2 q_Pos;
@ -13,7 +13,7 @@ varying vec4 v_Color;
varying vec4 v_BorderColor; varying vec4 v_BorderColor;
varying vec2 v_Pos; varying vec2 v_Pos;
varying vec2 v_Scale; varying vec2 v_Scale;
varying float v_BorderRadius; varying vec4 v_BorderRadius;
varying float v_BorderWidth; varying float v_BorderWidth;
@ -21,9 +21,11 @@ void main() {
vec2 p_Pos = i_Pos * u_Scale; vec2 p_Pos = i_Pos * u_Scale;
vec2 p_Scale = i_Scale * u_Scale; vec2 p_Scale = i_Scale * u_Scale;
float i_BorderRadius = min( vec4 i_BorderRadius = vec4(
i_BorderRadius, min(i_BorderRadius.x, min(i_Scale.x, i_Scale.y) / 2.0),
min(i_Scale.x, i_Scale.y) / 2.0 min(i_BorderRadius.y, min(i_Scale.x, i_Scale.y) / 2.0),
min(i_BorderRadius.z, min(i_Scale.x, i_Scale.y) / 2.0),
min(i_BorderRadius.w, min(i_Scale.x, i_Scale.y) / 2.0)
); );
mat4 i_Transform = mat4( mat4 i_Transform = mat4(