Improve shader version selection

This commit is contained in:
Richard 2021-11-11 01:10:47 -03:00
parent afdf3e799a
commit e31566d430
17 changed files with 179 additions and 69 deletions

View file

@ -1,4 +1,15 @@
#version 130
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
#ifdef HIGHER_THAN_300
out vec4 fragColor;
#define gl_FragColor fragColor
#endif
uniform float u_ScreenHeight;
@ -9,9 +20,7 @@ in vec2 v_Scale;
in float v_BorderRadius;
in float v_BorderWidth;
out vec4 o_Color;
float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
float fDistance(vec2 frag_coord, vec2 position, vec2 size, float radius)
{
// TODO: Try SDF approach: https://www.shadertoy.com/view/wd3XRN
vec2 inner_size = size - vec2(radius, radius) * 2.0;
@ -35,10 +44,10 @@ void main() {
vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
// TODO: Remove branching (?)
if(v_BorderWidth > 0) {
if(v_BorderWidth > 0.0) {
float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0);
float internal_distance = distance(
float internal_distance = fDistance(
fragCoord,
v_Pos + vec2(v_BorderWidth),
v_Scale - vec2(v_BorderWidth * 2.0),
@ -56,7 +65,7 @@ void main() {
mixed_color = v_Color;
}
float d = distance(
float d = fDistance(
fragCoord,
v_Pos,
v_Scale,
@ -66,5 +75,5 @@ void main() {
float radius_alpha =
1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
}

View file

@ -1,5 +1,3 @@
#version 130
uniform mat4 u_Transform;
uniform float u_Scale;
@ -17,7 +15,7 @@ out vec2 v_Scale;
out float v_BorderRadius;
out float v_BorderWidth;
const vec2 positions[4] = vec2[](
vec2 positions[4] = vec2[](
vec2(0.0, 0.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),

View file

@ -1,9 +0,0 @@
#version 130
in vec4 v_Color;
out vec4 o_Color;
void main() {
o_Color = v_Color;
}

View file

@ -1,13 +0,0 @@
#version 130
uniform mat4 u_Transform;
in vec2 i_Position;
in vec4 i_Color;
out vec4 v_Color;
void main() {
gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
v_Color = i_Color;
}