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Unify rounding shaders
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@@ -9,82 +9,70 @@ varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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uniform float thick;
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uniform int primitiveMultisample;
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float getOpacityForPixAndCorner(vec2 pix, vec2 corner) {
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if (primitiveMultisample == 0) {
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float dis = distance(pix + vec2(0.5, 0.5), corner);
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return dis < radius && dis > radius - thick ? 1.0 : 0.0;
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}
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float distance1 = distance(pix + vec2(0.25, 0.25), corner);
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float distance2 = distance(pix + vec2(0.75, 0.25), corner);
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float distance3 = distance(pix + vec2(0.25, 0.75), corner);
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float distance4 = distance(pix + vec2(0.75, 0.75), corner);
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float v1 = distance1 < radius && distance1 > radius - thick ? 1.0 : 0.0;
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float v2 = distance2 < radius && distance2 > radius - thick ? 1.0 : 0.0;
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float v3 = distance3 < radius && distance3 > radius - thick ? 1.0 : 0.0;
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float v4 = distance4 < radius && distance4 > radius - thick ? 1.0 : 0.0;
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return (v1 + v2 + v3 + v4) / 4.0;
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}
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void main() {
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vec2 pixCoord = fullSize * v_texcoord;
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highp vec2 pixCoord = vec2(gl_FragCoord);
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vec2 originalPixCoord = fullSize * v_texcoord;
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vec4 pixColor = v_color;
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bool done = false;
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// check for edges
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if (pixCoord[0] < topLeft[0]) {
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if (pixCoord[1] < topLeft[1]) {
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// top left
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pixColor[3] = pixColor[3] * getOpacityForPixAndCorner(pixCoord, topLeft + vec2(1,1));
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done = true;
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom left
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pixColor[3] = pixColor[3] * getOpacityForPixAndCorner(pixCoord, vec2(topLeft[0] + 1.0, bottomRight[1]));
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done = true;
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}
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} else if (pixCoord[0] > bottomRight[0]) {
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if (pixCoord[1] < topLeft[1]) {
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// top right
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pixColor[3] = pixColor[3] * getOpacityForPixAndCorner(pixCoord, vec2(bottomRight[0], topLeft[1] + 1.0));
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done = true;
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom right
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pixColor[3] = pixColor[3] * getOpacityForPixAndCorner(pixCoord, bottomRight);
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done = true;
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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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pixCoord -= fullSize * 0.5 - radius;
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if (min(pixCoord.x, pixCoord.y) > 0.0) {
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float dist = length(pixCoord);
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if (dist > radius || dist < radius - thick - 1.0)
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discard;
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if (primitiveMultisample == 1 && (dist > radius - 1.0 || dist < radius - thick + 1.0)) {
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float distances = 0.0;
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float len = length(pixCoord + vec2(0.25, 0.25));
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distances += float(len < radius && len > radius - thick);
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len = length(pixCoord + vec2(0.75, 0.25));
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distances += float(len < radius && len > radius - thick);
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len = length(pixCoord + vec2(0.25, 0.75));
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distances += float(len < radius && len > radius - thick);
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len = length(pixCoord + vec2(0.75, 0.75));
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distances += float(len < radius && len > radius - thick);
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if (distances == 0.0)
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discard;
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distances /= 4.0;
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pixColor = pixColor * distances;
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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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if (!done) {
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// distance to all straight bb borders
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float distanceT = pixCoord[1];
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float distanceB = fullSize[1] - pixCoord[1];
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float distanceL = pixCoord[0];
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float distanceR = fullSize[0] - pixCoord[0];
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float distanceT = originalPixCoord[1];
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float distanceB = fullSize[1] - originalPixCoord[1];
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float distanceL = originalPixCoord[0];
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float distanceR = fullSize[0] - originalPixCoord[0];
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// get the smallest
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float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));
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if (smallest > thick) {
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discard; return;
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}
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if (smallest > thick)
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discard;
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}
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if (pixColor[3] == 0.0) {
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discard; return;
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}
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if (pixColor[3] == 0.0)
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discard;
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gl_FragColor = pixColor;
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}
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