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authorLibravatar Robert Krahn <robert.krahn@gmail.com>2022-11-03 00:35:01 +0100
committerLibravatar Robert Krahn <robert.krahn@gmail.com>2022-11-03 22:48:26 +0100
commitc0596179bd8582e4f4b5289cdeee8de4fa3de464 (patch)
treeb1ed80cf49aa846ba7a93cc97128c3ec6eadd123 /glow/src/shader
parentd222b5c8b0befab665c20ba0112b28199df0ae44 (diff)
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non uniform border radius for quads
Diffstat (limited to 'glow/src/shader')
-rw-r--r--glow/src/shader/core/quad.frag24
-rw-r--r--glow/src/shader/core/quad.vert12
2 files changed, 27 insertions, 9 deletions
diff --git a/glow/src/shader/core/quad.frag b/glow/src/shader/core/quad.frag
index 57e2e8e7..d036ea1a 100644
--- a/glow/src/shader/core/quad.frag
+++ b/glow/src/shader/core/quad.frag
@@ -17,7 +17,7 @@ in vec4 v_Color;
in vec4 v_BorderColor;
in vec2 v_Pos;
in vec2 v_Scale;
-in float v_BorderRadius;
+in vec4 v_BorderRadius;
in float v_BorderWidth;
float fDistance(vec2 frag_coord, vec2 position, vec2 size, float radius)
@@ -38,14 +38,30 @@ float fDistance(vec2 frag_coord, vec2 position, vec2 size, float radius)
return sqrt(distance.x * distance.x + distance.y * distance.y);
}
+float selectBorderRadius(vec4 radi, vec2 position, vec2 center)
+{
+ float rx = radi.x;
+ float ry = radi.y;
+ rx = position.x > center.x ? radi.y : radi.x;
+ ry = position.x > center.x ? radi.z : radi.w;
+ rx = position.y > center.y ? ry : rx;
+ return rx;
+}
+
void main() {
vec4 mixed_color;
vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
+ float borderRadius = selectBorderRadius(
+ v_BorderRadius,
+ fragCoord,
+ (v_Pos + v_Scale * 0.5).xy
+ );
+
// TODO: Remove branching (?)
if(v_BorderWidth > 0.0) {
- float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0);
+ float internal_border = max(borderRadius - v_BorderWidth, 0.0);
float internal_distance = fDistance(
fragCoord,
@@ -69,11 +85,11 @@ void main() {
fragCoord,
v_Pos,
v_Scale,
- v_BorderRadius
+ borderRadius
);
float radius_alpha =
- 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
+ 1.0 - smoothstep(max(borderRadius - 0.5, 0.0), borderRadius + 0.5, d);
gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
}
diff --git a/glow/src/shader/core/quad.vert b/glow/src/shader/core/quad.vert
index b1fb2365..17c3e641 100644
--- a/glow/src/shader/core/quad.vert
+++ b/glow/src/shader/core/quad.vert
@@ -5,14 +5,14 @@ in vec2 i_Pos;
in vec2 i_Scale;
in vec4 i_Color;
in vec4 i_BorderColor;
-in float i_BorderRadius;
+in vec4 i_BorderRadius;
in float i_BorderWidth;
out vec4 v_Color;
out vec4 v_BorderColor;
out vec2 v_Pos;
out vec2 v_Scale;
-out float v_BorderRadius;
+out vec4 v_BorderRadius;
out float v_BorderWidth;
vec2 positions[4] = vec2[](
@@ -27,9 +27,11 @@ 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
+ vec4 i_BorderRadius = vec4(
+ min(i_BorderRadius.x, min(i_Scale.x, i_Scale.y) / 2.0),
+ min(i_BorderRadius.y, min(i_Scale.x, i_Scale.y) / 2.0),
+ min(i_BorderRadius.z, min(i_Scale.x, i_Scale.y) / 2.0),
+ min(i_BorderRadius.w, min(i_Scale.x, i_Scale.y) / 2.0)
);
mat4 i_Transform = mat4(