95 lines
2.4 KiB
Python
95 lines
2.4 KiB
Python
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$input v_position, v_texcoord0
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#include "../common.sh"
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#define EDGE_AA 1
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uniform mat3 u_scissorMat;
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uniform mat3 u_paintMat;
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uniform vec4 u_innerCol;
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uniform vec4 u_outerCol;
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uniform vec4 u_scissorExtScale;
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uniform vec4 u_extentRadius;
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uniform vec4 u_params;
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SAMPLER2D(s_tex, 0);
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#define u_scissorExt (u_scissorExtScale.xy)
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#define u_scissorScale (u_scissorExtScale.zw)
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#define u_extent (u_extentRadius.xy)
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#define u_radius (u_extentRadius.z)
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#define u_feather (u_params.x)
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#define u_strokeMult (u_params.y)
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#define u_texType (u_params.z)
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#define u_type (u_params.w)
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float sdroundrect(vec2 pt, vec2 ext, float rad)
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{
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vec2 ext2 = ext - vec2(rad,rad);
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vec2 d = abs(pt) - ext2;
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return min(max(d.x, d.y), 0.0) + length(max(d, 0.0) ) - rad;
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}
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// Scissoring
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float scissorMask(vec2 p)
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{
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vec2 sc = abs(mul(u_scissorMat, vec3(p, 1.0) ).xy) - u_scissorExt;
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sc = vec2(0.5, 0.5) - sc * u_scissorScale;
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return clamp(sc.x, 0.0, 1.0) * clamp(sc.y, 0.0, 1.0);
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}
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// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.
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float strokeMask(vec2 _texcoord)
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{
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#if EDGE_AA
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return min(1.0, (1.0 - abs(_texcoord.x*2.0 - 1.0) )*u_strokeMult) * min(1.0, _texcoord.y);
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#else
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return 1.0;
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#endif // EDGE_AA
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}
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void main()
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{
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vec4 result;
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float scissor = scissorMask(v_position);
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float strokeAlpha = strokeMask(v_texcoord0);
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if (u_type == 0.0) // Gradient
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{
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// Calculate gradient color using box gradient
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vec2 pt = mul(u_paintMat, vec3(v_position, 1.0) ).xy;
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float d = clamp( (sdroundrect(pt, u_extent, u_radius) + u_feather*0.5) / u_feather, 0.0, 1.0);
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vec4 color = mix(u_innerCol, u_outerCol, d);
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// Combine alpha
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color *= strokeAlpha * scissor;
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result = color;
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}
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else if (u_type == 1.0) // Image
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{
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// Calculate color from texture
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vec2 pt = mul(u_paintMat, vec3(v_position, 1.0) ).xy / u_extent;
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vec4 color = texture2D(s_tex, pt);
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if (u_texType == 1.0) color = vec4(color.xyz * color.w, color.w);
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if (u_texType == 2.0) color = color.xxxx;
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// Apply color tint and alpha
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color *= u_innerCol;
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// Combine alpha
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color *= strokeAlpha * scissor;
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result = color;
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}
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else if (u_type == 2.0) // Stencil fill
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{
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result = vec4(1.0, 1.0, 1.0, 1.0);
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}
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else if (u_type == 3.0) // Textured tris
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{
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vec4 color = texture2D(s_tex, v_texcoord0.xy);
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if (u_texType == 1.0) color = vec4(color.xyz * color.w, color.w);
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if (u_texType == 2.0) color = color.xxxx;
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color *= scissor;
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result = color * u_innerCol;
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}
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gl_FragColor = result;
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}
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