refactor: improved rounded corner shader
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@ -41,11 +41,10 @@ struct fx_renderer {
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GLint is_top_right;
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GLint is_top_right;
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GLint is_bottom_left;
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GLint is_bottom_left;
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GLint is_bottom_right;
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GLint is_bottom_right;
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GLint width;
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GLint height;
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GLint position;
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GLint position;
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GLint radius;
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GLint radius;
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GLint thickness;
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GLint half_size;
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GLint half_thickness;
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} corner;
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} corner;
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struct gles2_tex_shader tex_rgba;
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struct gles2_tex_shader tex_rgba;
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struct gles2_tex_shader tex_rgbx;
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struct gles2_tex_shader tex_rgbx;
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@ -113,11 +113,10 @@ const GLchar corner_fragment_src[] =
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"uniform bool is_bottom_left;\n"
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"uniform bool is_bottom_left;\n"
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"uniform bool is_bottom_right;\n"
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"uniform bool is_bottom_right;\n"
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"\n"
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"\n"
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"uniform float width;\n"
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"uniform float height;\n"
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"uniform vec2 position;\n"
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"uniform vec2 position;\n"
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"uniform float radius;\n"
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"uniform float radius;\n"
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"uniform float thickness;\n"
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"uniform vec2 half_size;\n"
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"uniform float half_thickness;\n"
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"\n"
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"\n"
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"float roundedBoxSDF(vec2 center, vec2 size, float radius) {\n"
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"float roundedBoxSDF(vec2 center, vec2 size, float radius) {\n"
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" return length(max(abs(center) - size + radius, 0.0)) - radius;\n"
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" return length(max(abs(center) - size + radius, 0.0)) - radius;\n"
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@ -125,36 +124,23 @@ const GLchar corner_fragment_src[] =
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"\n"
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"\n"
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"void main() {\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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" gl_FragColor = v_color;\n"
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" vec2 size = vec2(width, height);\n"
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" vec2 center = gl_FragCoord.xy - position - half_size;\n"
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" vec2 pos = vec2(position.x - (width + thickness) * 0.5, position.y -\n"
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" float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness);\n"
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" (width + thickness) * 0.5);\n"
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" float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness);\n"
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" vec2 rel_pos = gl_FragCoord.xy - pos - size - thickness * 0.5;\n"
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// Create an inner circle that isn't as anti-aliased as the outer ring
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"\n"
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" float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness);\n"
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" float distance = roundedBoxSDF(\n"
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" rel_pos,\n" // Center
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" (size - thickness) * 0.5,\n" // Size
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" radius + thickness * 0.5\n" // Radius
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" );\n"
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"\n"
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" float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - thickness * 0.5);\n"
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// Creates a inner circle that isn't as anti-aliased as the outer ring
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" float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + thickness * 0.5);\n"
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" gl_FragColor = mix(vec4(0), gl_FragColor, smoothedAlphaOuter - smoothedAlphaInner);\n"
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" gl_FragColor = mix(vec4(0), gl_FragColor, smoothedAlphaOuter - smoothedAlphaInner);\n"
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"\n"
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"\n"
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// top left
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" if (is_top_left && (center.y > 0.0 || center.x > 0.0)) {\n"
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" if (is_top_left && (rel_pos.y > 0.0 || rel_pos.x > 0.0)) {\n"
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" discard;\n"
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" discard;\n"
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" }\n"
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" }\n"
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// top right
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" else if (is_top_right && (center.y > 0.0 || center.x < 0.0)) {\n"
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" else if (is_top_right && (rel_pos.y > 0.0 || rel_pos.x < 0.0)) {\n"
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" discard;\n"
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" discard;\n"
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" }\n"
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" }\n"
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// bottom left
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" else if (is_bottom_left && (center.y < 0.0 || center.x > 0.0)) {\n"
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" else if (is_bottom_left && (rel_pos.y < 0.0 || rel_pos.x > 0.0)) {\n"
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" discard;\n"
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" discard;\n"
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" }\n"
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" }\n"
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// bottom right
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" else if (is_bottom_right && (center.y < 0.0 || center.x < 0.0)) {\n"
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" else if (is_bottom_right && (rel_pos.y < 0.0 || rel_pos.x < 0.0)) {\n"
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" discard;\n"
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" discard;\n"
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" }\n"
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" }\n"
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"}\n";
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"}\n";
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@ -148,11 +148,10 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right");
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renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right");
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renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
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renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
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renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
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renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
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renderer->shaders.corner.width = glGetUniformLocation(prog, "width");
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renderer->shaders.corner.height = glGetUniformLocation(prog, "height");
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renderer->shaders.corner.position = glGetUniformLocation(prog, "position");
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renderer->shaders.corner.position = glGetUniformLocation(prog, "position");
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renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius");
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renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius");
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renderer->shaders.corner.thickness = glGetUniformLocation(prog, "thickness");
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renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");
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renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
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// fragment shaders
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// fragment shaders
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prog = link_program(tex_vertex_src, tex_fragment_src_rgba);
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prog = link_program(tex_vertex_src, tex_fragment_src_rgba);
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@ -393,11 +392,10 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
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glUniform1f(renderer->shaders.corner.is_bottom_left, corner_location == BOTTOM_LEFT);
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glUniform1f(renderer->shaders.corner.is_bottom_left, corner_location == BOTTOM_LEFT);
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glUniform1f(renderer->shaders.corner.is_bottom_right, corner_location == BOTTOM_RIGHT);
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glUniform1f(renderer->shaders.corner.is_bottom_right, corner_location == BOTTOM_RIGHT);
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glUniform1f(renderer->shaders.corner.width, box->width);
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glUniform1f(renderer->shaders.corner.height, box->height);
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glUniform2f(renderer->shaders.corner.position, box->x, box->y);
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glUniform2f(renderer->shaders.corner.position, box->x, box->y);
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glUniform1f(renderer->shaders.corner.radius, radius);
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glUniform1f(renderer->shaders.corner.radius, radius);
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glUniform1f(renderer->shaders.corner.thickness, border_thickness);
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glUniform2f(renderer->shaders.corner.half_size, box->width / 2.0, box->height / 2.0);
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glUniform1f(renderer->shaders.corner.half_thickness, border_thickness / 2.0);
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glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
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glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
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0, verts);
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0, verts);
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