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-rw-r--r--glow/src/shader/common/gradient.frag59
-rw-r--r--glow/src/shader/common/gradient.vert9
-rw-r--r--glow/src/shader/common/image.frag22
-rw-r--r--glow/src/shader/common/image.vert9
-rw-r--r--glow/src/shader/common/solid.frag (renamed from glow/src/shader/common/triangle.frag)2
-rw-r--r--glow/src/shader/common/solid.vert (renamed from glow/src/shader/common/triangle.vert)2
-rw-r--r--glow/src/shader/compatibility/quad.frag24
-rw-r--r--glow/src/shader/compatibility/quad.vert12
-rw-r--r--glow/src/shader/core/quad.frag24
-rw-r--r--glow/src/shader/core/quad.vert12
10 files changed, 155 insertions, 20 deletions
diff --git a/glow/src/shader/common/gradient.frag b/glow/src/shader/common/gradient.frag
new file mode 100644
index 00000000..9af0cb6e
--- /dev/null
+++ b/glow/src/shader/common/gradient.frag
@@ -0,0 +1,59 @@
+#ifdef GL_ES
+#ifdef GL_FRAGMENT_PRECISION_HIGH
+precision highp float;
+#else
+precision mediump float;
+#endif
+#endif
+
+#ifdef HIGHER_THAN_300
+layout (location = 0) out vec4 fragColor;
+#define gl_FragColor fragColor
+#endif
+
+in vec2 raw_position;
+
+uniform vec4 gradient_direction;
+uniform int color_stops_size;
+// GLSL does not support dynamically sized arrays without SSBOs so this is capped to 16 stops
+//stored as color(vec4) -> offset(vec4) sequentially;
+uniform vec4 color_stops[32];
+
+//TODO: rewrite without branching to make ALUs happy
+void main() {
+ vec2 start = gradient_direction.xy;
+ vec2 end = gradient_direction.zw;
+ vec2 gradient_vec = vec2(end - start);
+ vec2 current_vec = vec2(raw_position.xy - start);
+ vec2 unit = normalize(gradient_vec);
+ float coord_offset = dot(unit, current_vec) / length(gradient_vec);
+ //if a gradient has a start/end stop that is identical, the mesh will have a transparent fill
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ float min_offset = color_stops[1].x;
+ float max_offset = color_stops[color_stops_size - 1].x;
+
+ for (int i = 0; i < color_stops_size - 2; i += 2) {
+ float curr_offset = color_stops[i+1].x;
+ float next_offset = color_stops[i+3].x;
+
+ if (coord_offset <= min_offset) {
+ //current coordinate is before the first defined offset, set it to the start color
+ gl_FragColor = color_stops[0];
+ }
+
+ if (curr_offset <= coord_offset && coord_offset <= next_offset) {
+ //current fragment is between the current offset processing & the next one, interpolate colors
+ gl_FragColor = mix(color_stops[i], color_stops[i+2], smoothstep(
+ curr_offset,
+ next_offset,
+ coord_offset
+ ));
+ }
+
+ if (coord_offset >= max_offset) {
+ //current coordinate is before the last defined offset, set it to the last color
+ gl_FragColor = color_stops[color_stops_size - 2];
+ }
+ }
+}
diff --git a/glow/src/shader/common/gradient.vert b/glow/src/shader/common/gradient.vert
new file mode 100644
index 00000000..fe505997
--- /dev/null
+++ b/glow/src/shader/common/gradient.vert
@@ -0,0 +1,9 @@
+uniform mat4 u_Transform;
+
+in vec2 i_Position;
+out vec2 raw_position;
+
+void main() {
+ gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
+ raw_position = i_Position;
+}
diff --git a/glow/src/shader/common/image.frag b/glow/src/shader/common/image.frag
new file mode 100644
index 00000000..5e05abdf
--- /dev/null
+++ b/glow/src/shader/common/image.frag
@@ -0,0 +1,22 @@
+#ifdef GL_ES
+#ifdef GL_FRAGMENT_PRECISION_HIGH
+precision highp float;
+#else
+precision mediump float;
+#endif
+#endif
+
+uniform sampler2D tex;
+in vec2 tex_pos;
+
+#ifdef HIGHER_THAN_300
+out vec4 fragColor;
+#define gl_FragColor fragColor
+#endif
+#ifdef GL_ES
+#define texture texture2D
+#endif
+
+void main() {
+ gl_FragColor = texture(tex, tex_pos);
+}
diff --git a/glow/src/shader/common/image.vert b/glow/src/shader/common/image.vert
new file mode 100644
index 00000000..93e541f2
--- /dev/null
+++ b/glow/src/shader/common/image.vert
@@ -0,0 +1,9 @@
+uniform mat4 u_Transform;
+
+in vec2 i_Position;
+out vec2 tex_pos;
+
+void main() {
+ gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
+ tex_pos = i_Position;
+}
diff --git a/glow/src/shader/common/triangle.frag b/glow/src/shader/common/solid.frag
index e8689f2e..174ffdd3 100644
--- a/glow/src/shader/common/triangle.frag
+++ b/glow/src/shader/common/solid.frag
@@ -15,4 +15,4 @@ in vec4 v_Color;
void main() {
gl_FragColor = v_Color;
-} \ No newline at end of file
+}
diff --git a/glow/src/shader/common/triangle.vert b/glow/src/shader/common/solid.vert
index d0494a5f..59ed88e5 100644
--- a/glow/src/shader/common/triangle.vert
+++ b/glow/src/shader/common/solid.vert
@@ -8,4 +8,4 @@ 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
index 8ea5693d..bb9d8122 100644
--- a/glow/src/shader/compatibility/quad.frag
+++ b/glow/src/shader/compatibility/quad.frag
@@ -12,7 +12,7 @@ varying vec4 v_Color;
varying vec4 v_BorderColor;
varying vec2 v_Pos;
varying vec2 v_Scale;
-varying float v_BorderRadius;
+varying vec4 v_BorderRadius;
varying float v_BorderWidth;
float _distance(vec2 frag_coord, vec2 position, vec2 size, float radius)
@@ -33,10 +33,26 @@ float _distance(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() {
vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
- float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0);
+ float border_radius = selectBorderRadius(
+ v_BorderRadius,
+ fragCoord,
+ (v_Pos + v_Scale * 0.5).xy
+ );
+
+ float internal_border = max(border_radius - v_BorderWidth, 0.0);
float internal_distance = _distance(
fragCoord,
@@ -57,11 +73,11 @@ void main() {
fragCoord,
v_Pos,
v_Scale,
- v_BorderRadius
+ border_radius
);
float radius_alpha =
- 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
+ 1.0 - smoothstep(max(border_radius - 0.5, 0.0), border_radius + 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
index abe70c0e..89931f06 100644
--- a/glow/src/shader/compatibility/quad.vert
+++ b/glow/src/shader/compatibility/quad.vert
@@ -5,7 +5,7 @@ attribute vec2 i_Pos;
attribute vec2 i_Scale;
attribute vec4 i_Color;
attribute vec4 i_BorderColor;
-attribute float i_BorderRadius;
+attribute vec4 i_BorderRadius;
attribute float i_BorderWidth;
attribute vec2 q_Pos;
@@ -13,7 +13,7 @@ varying vec4 v_Color;
varying vec4 v_BorderColor;
varying vec2 v_Pos;
varying vec2 v_Scale;
-varying float v_BorderRadius;
+varying vec4 v_BorderRadius;
varying float v_BorderWidth;
@@ -21,9 +21,11 @@ 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(
diff --git a/glow/src/shader/core/quad.frag b/glow/src/shader/core/quad.frag
index 57e2e8e7..71147aa5 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 border_radius = 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(border_radius - v_BorderWidth, 0.0);
float internal_distance = fDistance(
fragCoord,
@@ -69,11 +85,11 @@ void main() {
fragCoord,
v_Pos,
v_Scale,
- v_BorderRadius
+ border_radius
);
float radius_alpha =
- 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
+ 1.0 - smoothstep(max(border_radius - 0.5, 0.0), border_radius + 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(