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-rw-r--r--glow/src/shader/quad.frag70
-rw-r--r--glow/src/shader/quad.vert47
-rw-r--r--glow/src/shader/triangle.frag9
-rw-r--r--glow/src/shader/triangle.vert13
4 files changed, 139 insertions, 0 deletions
diff --git a/glow/src/shader/quad.frag b/glow/src/shader/quad.frag
new file mode 100644
index 00000000..cea36bdc
--- /dev/null
+++ b/glow/src/shader/quad.frag
@@ -0,0 +1,70 @@
+#version 330
+
+uniform float u_ScreenHeight;
+
+in vec4 v_Color;
+in vec4 v_BorderColor;
+in vec2 v_Pos;
+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)
+{
+ // 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() {
+ vec4 mixed_color;
+
+ vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
+
+ // TODO: Remove branching (?)
+ if(v_BorderWidth > 0) {
+ 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
+ );
+
+ mixed_color = mix(v_Color, v_BorderColor, border_mix);
+ } else {
+ mixed_color = v_Color;
+ }
+
+ 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);
+
+ o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
+}
diff --git a/glow/src/shader/quad.vert b/glow/src/shader/quad.vert
new file mode 100644
index 00000000..ce816550
--- /dev/null
+++ b/glow/src/shader/quad.vert
@@ -0,0 +1,47 @@
+#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;
+
+out vec4 v_Color;
+out vec4 v_BorderColor;
+out vec2 v_Pos;
+out vec2 v_Scale;
+out float v_BorderRadius;
+out float v_BorderWidth;
+
+const vec2 positions[4] = vec2[](
+ vec2(0.0, 0.0),
+ vec2(0.0, 1.0),
+ vec2(1.0, 0.0),
+ vec2(1.0, 1.0)
+);
+
+void main() {
+ vec2 q_Pos = positions[gl_VertexID];
+ vec2 p_Pos = floor(i_Pos * u_Scale);
+ vec2 p_Scale = floor(i_Scale * u_Scale);
+
+ mat4 i_Transform = mat4(
+ vec4(p_Scale.x, 0.0, 0.0, 0.0),
+ vec4(0.0, p_Scale.y, 0.0, 0.0),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(p_Pos, 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 = floor(i_BorderWidth * u_Scale);
+
+ gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0);
+}
diff --git a/glow/src/shader/triangle.frag b/glow/src/shader/triangle.frag
new file mode 100644
index 00000000..d186784a
--- /dev/null
+++ b/glow/src/shader/triangle.frag
@@ -0,0 +1,9 @@
+#version 330
+
+in vec4 v_Color;
+
+out vec4 o_Color;
+
+void main() {
+ o_Color = v_Color;
+}
diff --git a/glow/src/shader/triangle.vert b/glow/src/shader/triangle.vert
new file mode 100644
index 00000000..5723436a
--- /dev/null
+++ b/glow/src/shader/triangle.vert
@@ -0,0 +1,13 @@
+#version 330
+
+uniform mat4 u_Transform;
+
+layout(location = 0) in vec2 i_Position;
+layout(location = 1) 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;
+}