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author | 2022-01-26 13:54:21 +0700 | |
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committer | 2022-01-26 13:54:21 +0700 | |
commit | 9b3cab82ef3bbc5b8129ac3bacec4011229f0fbc (patch) | |
tree | bc9fbd32c8c589bc56d2458bb77bc8293ba8a6bd /glow/src/shader | |
parent | 4aa943cbc63230dfcb995c469ceec9f74e6132e1 (diff) | |
parent | 522368e8af6947ea0676f62bf1ae5f68acb2058d (diff) | |
download | iced-9b3cab82ef3bbc5b8129ac3bacec4011229f0fbc.tar.gz iced-9b3cab82ef3bbc5b8129ac3bacec4011229f0fbc.tar.bz2 iced-9b3cab82ef3bbc5b8129ac3bacec4011229f0fbc.zip |
Merge pull request #1160 from derezzedex/dev/arm-support
feat: add support to ARM devices (and older hardware)
Diffstat (limited to 'glow/src/shader')
-rw-r--r-- | glow/src/shader/common/triangle.frag | 18 | ||||
-rw-r--r-- | glow/src/shader/common/triangle.vert (renamed from glow/src/shader/triangle.vert) | 8 | ||||
-rw-r--r-- | glow/src/shader/compatibility/quad.frag | 67 | ||||
-rw-r--r-- | glow/src/shader/compatibility/quad.vert | 44 | ||||
-rw-r--r-- | glow/src/shader/core/quad.frag (renamed from glow/src/shader/quad.frag) | 25 | ||||
-rw-r--r-- | glow/src/shader/core/quad.vert (renamed from glow/src/shader/quad.vert) | 16 | ||||
-rw-r--r-- | glow/src/shader/triangle.frag | 9 |
7 files changed, 156 insertions, 31 deletions
diff --git a/glow/src/shader/common/triangle.frag b/glow/src/shader/common/triangle.frag new file mode 100644 index 00000000..e8689f2e --- /dev/null +++ b/glow/src/shader/common/triangle.frag @@ -0,0 +1,18 @@ +#ifdef GL_ES +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +#else +precision mediump float; +#endif +#endif + +#ifdef HIGHER_THAN_300 +out vec4 fragColor; +#define gl_FragColor fragColor +#endif + +in vec4 v_Color; + +void main() { + gl_FragColor = v_Color; +}
\ No newline at end of file diff --git a/glow/src/shader/triangle.vert b/glow/src/shader/common/triangle.vert index 5723436a..d0494a5f 100644 --- a/glow/src/shader/triangle.vert +++ b/glow/src/shader/common/triangle.vert @@ -1,13 +1,11 @@ -#version 330 - uniform mat4 u_Transform; -layout(location = 0) in vec2 i_Position; -layout(location = 1) in vec4 i_Color; +in vec2 i_Position; +in vec4 i_Color; out vec4 v_Color; void main() { gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0); v_Color = i_Color; -} +}
\ No newline at end of file diff --git a/glow/src/shader/compatibility/quad.frag b/glow/src/shader/compatibility/quad.frag new file mode 100644 index 00000000..8ea5693d --- /dev/null +++ b/glow/src/shader/compatibility/quad.frag @@ -0,0 +1,67 @@ +#ifdef GL_ES +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +#else +precision mediump float; +#endif +#endif + +uniform float u_ScreenHeight; + +varying vec4 v_Color; +varying vec4 v_BorderColor; +varying vec2 v_Pos; +varying vec2 v_Scale; +varying float v_BorderRadius; +varying float v_BorderWidth; + +float _distance(vec2 frag_coord, vec2 position, vec2 size, float radius) +{ + // TODO: Try SDF approach: https://www.shadertoy.com/view/wd3XRN + vec2 inner_size = size - vec2(radius, radius) * 2.0; + vec2 top_left = position + vec2(radius, radius); + vec2 bottom_right = top_left + inner_size; + + vec2 top_left_distance = top_left - frag_coord; + vec2 bottom_right_distance = frag_coord - bottom_right; + + vec2 distance = vec2( + max(max(top_left_distance.x, bottom_right_distance.x), 0.0), + max(max(top_left_distance.y, bottom_right_distance.y), 0.0) + ); + + return sqrt(distance.x * distance.x + distance.y * distance.y); +} + +void main() { + vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y); + + float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0); + + float internal_distance = _distance( + fragCoord, + v_Pos + vec2(v_BorderWidth), + v_Scale - vec2(v_BorderWidth * 2.0), + internal_border + ); + + float border_mix = smoothstep( + max(internal_border - 0.5, 0.0), + internal_border + 0.5, + internal_distance + ); + + vec4 mixed_color = mix(v_Color, v_BorderColor, border_mix); + + float d = _distance( + fragCoord, + v_Pos, + v_Scale, + v_BorderRadius + ); + + float radius_alpha = + 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d); + + gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha); +} diff --git a/glow/src/shader/compatibility/quad.vert b/glow/src/shader/compatibility/quad.vert new file mode 100644 index 00000000..abe70c0e --- /dev/null +++ b/glow/src/shader/compatibility/quad.vert @@ -0,0 +1,44 @@ +uniform mat4 u_Transform; +uniform float u_Scale; + +attribute vec2 i_Pos; +attribute vec2 i_Scale; +attribute vec4 i_Color; +attribute vec4 i_BorderColor; +attribute float i_BorderRadius; +attribute float i_BorderWidth; +attribute vec2 q_Pos; + +varying vec4 v_Color; +varying vec4 v_BorderColor; +varying vec2 v_Pos; +varying vec2 v_Scale; +varying float v_BorderRadius; +varying float v_BorderWidth; + + +void main() { + vec2 p_Pos = i_Pos * u_Scale; + vec2 p_Scale = i_Scale * u_Scale; + + float i_BorderRadius = min( + i_BorderRadius, + min(i_Scale.x, i_Scale.y) / 2.0 + ); + + mat4 i_Transform = mat4( + vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0), + vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0), + vec4(0.0, 0.0, 1.0, 0.0), + vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0) + ); + + v_Color = i_Color; + v_BorderColor = i_BorderColor; + v_Pos = p_Pos; + v_Scale = p_Scale; + v_BorderRadius = i_BorderRadius * u_Scale; + v_BorderWidth = i_BorderWidth * u_Scale; + + gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0); +} diff --git a/glow/src/shader/quad.frag b/glow/src/shader/core/quad.frag index cea36bdc..57e2e8e7 100644 --- a/glow/src/shader/quad.frag +++ b/glow/src/shader/core/quad.frag @@ -1,4 +1,15 @@ -#version 330 +#ifdef GL_ES +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +#else +precision mediump float; +#endif +#endif + +#ifdef HIGHER_THAN_300 +out vec4 fragColor; +#define gl_FragColor fragColor +#endif uniform float u_ScreenHeight; @@ -9,9 +20,7 @@ in vec2 v_Scale; in float v_BorderRadius; in float v_BorderWidth; -out vec4 o_Color; - -float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius) +float fDistance(vec2 frag_coord, vec2 position, vec2 size, float radius) { // TODO: Try SDF approach: https://www.shadertoy.com/view/wd3XRN vec2 inner_size = size - vec2(radius, radius) * 2.0; @@ -35,10 +44,10 @@ void main() { vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y); // TODO: Remove branching (?) - if(v_BorderWidth > 0) { + if(v_BorderWidth > 0.0) { float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0); - float internal_distance = distance( + float internal_distance = fDistance( fragCoord, v_Pos + vec2(v_BorderWidth), v_Scale - vec2(v_BorderWidth * 2.0), @@ -56,7 +65,7 @@ void main() { mixed_color = v_Color; } - float d = distance( + float d = fDistance( fragCoord, v_Pos, v_Scale, @@ -66,5 +75,5 @@ void main() { float radius_alpha = 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d); - o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha); + gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha); } diff --git a/glow/src/shader/quad.vert b/glow/src/shader/core/quad.vert index 82417856..b1fb2365 100644 --- a/glow/src/shader/quad.vert +++ b/glow/src/shader/core/quad.vert @@ -1,14 +1,12 @@ -#version 330 - uniform mat4 u_Transform; uniform float u_Scale; -layout(location = 0) in vec2 i_Pos; -layout(location = 1) in vec2 i_Scale; -layout(location = 2) in vec4 i_Color; -layout(location = 3) in vec4 i_BorderColor; -layout(location = 4) in float i_BorderRadius; -layout(location = 5) in float i_BorderWidth; +in vec2 i_Pos; +in vec2 i_Scale; +in vec4 i_Color; +in vec4 i_BorderColor; +in float i_BorderRadius; +in float i_BorderWidth; out vec4 v_Color; out vec4 v_BorderColor; @@ -17,7 +15,7 @@ out vec2 v_Scale; out float v_BorderRadius; out float v_BorderWidth; -const vec2 positions[4] = vec2[]( +vec2 positions[4] = vec2[]( vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 0.0), diff --git a/glow/src/shader/triangle.frag b/glow/src/shader/triangle.frag deleted file mode 100644 index d186784a..00000000 --- a/glow/src/shader/triangle.frag +++ /dev/null @@ -1,9 +0,0 @@ -#version 330 - -in vec4 v_Color; - -out vec4 o_Color; - -void main() { - o_Color = v_Color; -} |