Improve shader version selection
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afdf3e799a
commit
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17 changed files with 179 additions and 69 deletions
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@ -1,4 +1,15 @@
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#version 130
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#endif
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#ifdef HIGHER_THAN_300
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out vec4 fragColor;
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#define gl_FragColor fragColor
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#endif
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uniform float u_ScreenHeight;
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@ -9,9 +20,7 @@ in vec2 v_Scale;
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in float v_BorderRadius;
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in float v_BorderWidth;
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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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float fDistance(vec2 frag_coord, vec2 position, 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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@ -35,10 +44,10 @@ void main() {
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vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
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// TODO: Remove branching (?)
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if(v_BorderWidth > 0) {
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if(v_BorderWidth > 0.0) {
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float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0);
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float internal_distance = distance(
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float internal_distance = fDistance(
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fragCoord,
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v_Pos + vec2(v_BorderWidth),
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v_Scale - vec2(v_BorderWidth * 2.0),
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@ -56,7 +65,7 @@ void main() {
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mixed_color = v_Color;
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}
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float d = distance(
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float d = fDistance(
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fragCoord,
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v_Pos,
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v_Scale,
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@ -66,5 +75,5 @@ void main() {
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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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o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
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gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
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}
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@ -1,5 +1,3 @@
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#version 130
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uniform mat4 u_Transform;
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uniform float u_Scale;
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@ -17,7 +15,7 @@ out vec2 v_Scale;
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out float v_BorderRadius;
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out float v_BorderWidth;
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const vec2 positions[4] = vec2[](
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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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@ -1,9 +0,0 @@
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#version 130
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in vec4 v_Color;
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out vec4 o_Color;
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void main() {
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o_Color = v_Color;
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}
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@ -1,13 +0,0 @@
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#version 130
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uniform mat4 u_Transform;
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in vec2 i_Position;
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in vec4 i_Color;
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out vec4 v_Color;
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void main() {
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gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
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v_Color = i_Color;
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}
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