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shaders: support changing the outer radius of borders independently
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@@ -12,6 +12,7 @@ uniform vec2 topLeft;
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uniform vec2 fullSize;
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uniform vec2 fullSizeUntransformed;
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uniform float radius;
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uniform float radiusOuter;
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uniform float thick;
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uniform vec4 gradient[10];
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@@ -51,6 +52,7 @@ vec4 getColorForCoord(vec2 normalizedCoord) {
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void main() {
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highp vec2 pixCoord = vec2(gl_FragCoord);
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highp vec2 pixCoordOuter = pixCoord;
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highp vec2 originalPixCoord = v_texcoord;
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originalPixCoord *= fullSizeUntransformed;
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float additionalAlpha = 1.0;
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@@ -61,25 +63,33 @@ void main() {
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pixCoord -= topLeft + fullSize * 0.5;
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pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
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pixCoordOuter = pixCoord;
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pixCoord -= fullSize * 0.5 - radius;
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pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left
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pixCoordOuter -= fullSize * 0.5 - radiusOuter;
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// center the pixes dont make it top-left
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pixCoord += vec2(1.0, 1.0) / fullSize;
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pixCoordOuter += vec2(1.0, 1.0) / fullSize;
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if (min(pixCoord.x, pixCoord.y) > 0.0 && radius > 0.0) {
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float dist = length(pixCoord);
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float distOuter = length(pixCoordOuter);
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float h = (thick / 2.0);
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if (dist < radius - h) {
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// lower
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float normalized = smoothstep(0.0, 1.0, dist - radius + thick + 0.5);
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additionalAlpha *= normalized;
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} else {
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done = true;
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} else if (min(pixCoordOuter.x, pixCoordOuter.y) > 0.0) {
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// higher
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float normalized = 1.0 - smoothstep(0.0, 1.0, dist - radius + 0.5);
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float normalized = 1.0 - smoothstep(0.0, 1.0, distOuter - radiusOuter + 0.5);
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additionalAlpha *= normalized;
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done = true;
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} else if (distOuter < radiusOuter - h) {
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additionalAlpha = 1.0;
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done = true;
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}
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done = true;
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}
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// now check for other shit
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