diff options
author | ame <[email protected]> | 2024-10-09 17:04:13 -0500 |
---|---|---|
committer | ame <[email protected]> | 2024-10-09 17:04:13 -0500 |
commit | b2dd727499800306b89dad2275e600781ef3739f (patch) | |
tree | 57dc10dbe85f46ccc573f4eee2497be5ebc4ef6c /render/fx_renderer/gles2/shaders | |
parent | f05626176636c49ba27c3ba2b69658f50c9b5730 (diff) |
add gradient rect support
Diffstat (limited to 'render/fx_renderer/gles2/shaders')
4 files changed, 226 insertions, 0 deletions
diff --git a/render/fx_renderer/gles2/shaders/meson.build b/render/fx_renderer/gles2/shaders/meson.build index f5b5b41..ce08097 100644 --- a/render/fx_renderer/gles2/shaders/meson.build +++ b/render/fx_renderer/gles2/shaders/meson.build @@ -3,9 +3,12 @@ embed = find_program('./embed.sh', native: true) shaders = [ 'common.vert', 'quad.frag', + 'quad_grad.frag', 'quad_round.frag', + 'quad_grad_round.frag', 'tex.frag', 'rounded_border_corner.frag', + 'rounded_grad_border_corner.frag', 'box_shadow.frag', 'blur1.frag', 'blur2.frag', diff --git a/render/fx_renderer/gles2/shaders/quad_grad.frag b/render/fx_renderer/gles2/shaders/quad_grad.frag new file mode 100644 index 0000000..d259942 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/quad_grad.frag @@ -0,0 +1,57 @@ +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +#else +precision mediump float; +#endif + +varying vec4 v_color; +varying vec2 v_texcoord; + +uniform vec4 colors[LEN]; +uniform vec2 size; +uniform float degree; +uniform vec2 grad_box; +uniform vec2 origin; +uniform bool linear; +uniform bool blend; +uniform int count; + +vec4 gradient(){ + float step; + + vec2 normal = (gl_FragCoord.xy - grad_box)/size; + vec2 uv = normal - origin; + + float rad = radians(degree); + + if(linear){ + float angle = rad + atan(uv.x, uv.y); + + float len = length(uv); + uv = vec2(cos(angle) * len, sin(angle) * len) + origin; + step = uv.x; + } else { + vec2 uv = normal - origin; + uv = vec2(uv.x * cos(rad) - uv.y * sin(rad), + uv.x * sin(rad) + uv.y * cos(rad)); + + uv = vec2(-atan(uv.y, uv.x)/3.14159265 * 0.5 + 0.5, 0.0); + step = uv.x; + } + + float smooth = 1.0/float(count - 1); + int ind = int(step/smooth); + float at = float(ind)*smooth; + + if(!blend) return colors[ind]; + + vec4 color = colors[ind]; + if(ind > 0) color = mix(colors[ind - 1], color, smoothstep(at - smooth, at, step)); + if(ind <= count - 1) color = mix(color, colors[ind + 1], smoothstep(at, at + smooth, step)); + + return color; +} + +void main(){ + gl_FragColor = gradient(); +} diff --git a/render/fx_renderer/gles2/shaders/quad_grad_round.frag b/render/fx_renderer/gles2/shaders/quad_grad_round.frag new file mode 100644 index 0000000..58cdb53 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/quad_grad_round.frag @@ -0,0 +1,84 @@ +#define SOURCE_QUAD_ROUND 1 +#define SOURCE_QUAD_ROUND_TOP_LEFT 2 +#define SOURCE_QUAD_ROUND_TOP_RIGHT 3 +#define SOURCE_QUAD_ROUND_BOTTOM_RIGHT 4 +#define SOURCE_QUAD_ROUND_BOTTOM_LEFT 5 + +#if !defined(SOURCE) +#error "Missing shader preamble" +#endif + +precision mediump float; +varying vec4 v_color; +varying vec2 v_texcoord; + +uniform vec2 size; +uniform vec2 position; +uniform float radius; + +uniform vec4 colors[LEN]; +uniform vec2 grad_size; +uniform float degree; +uniform vec2 grad_box; +uniform vec2 origin; +uniform bool linear; +uniform bool blend; +uniform int count; + +vec4 gradient(){ + float step; + + vec2 normal = (gl_FragCoord.xy - grad_box)/grad_size; + vec2 uv = normal - origin; + + float rad = radians(degree); + + if(linear){ + float angle = rad + atan(uv.x, uv.y); + + float len = length(uv); + uv = vec2(cos(angle) * len, sin(angle) * len) + origin; + step = uv.x; + } else { + vec2 uv = normal - origin; + uv = vec2(uv.x * cos(rad) - uv.y * sin(rad), + uv.x * sin(rad) + uv.y * cos(rad)); + + uv = vec2(-atan(uv.y, uv.x)/3.14159265 * 0.5 + 0.5, 0.0); + step = uv.x; + } + + float smooth = 1.0/float(count - 1); + int ind = int(step/smooth); + float at = float(ind)*smooth; + + if(!blend) return colors[ind]; + + vec4 color = colors[ind]; + if(ind > 0) color = mix(colors[ind - 1], color, smoothstep(at - smooth, at, step)); + if(ind <= count - 1) color = mix(color, colors[ind + 1], smoothstep(at, at + smooth, step)); + + return color; +} + +vec2 getCornerDist() { +#if SOURCE == SOURCE_QUAD_ROUND + vec2 half_size = size * 0.5; + return abs(gl_FragCoord.xy - position - half_size) - half_size + radius; +#elif SOURCE == SOURCE_QUAD_ROUND_TOP_LEFT + return abs(gl_FragCoord.xy - position - size) - size + radius; +#elif SOURCE == SOURCE_QUAD_ROUND_TOP_RIGHT + return abs(gl_FragCoord.xy - position - vec2(0, size.y)) - size + radius; +#elif SOURCE == SOURCE_QUAD_ROUND_BOTTOM_RIGHT + return abs(gl_FragCoord.xy - position) - size + radius; +#elif SOURCE == SOURCE_QUAD_ROUND_BOTTOM_LEFT + return abs(gl_FragCoord.xy - position - vec2(size.x, 0)) - size + radius; +#endif +} + +void main() { + vec2 q = getCornerDist(); + float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius; + float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist); + gl_FragColor = mix(vec4(0), gradient(), smoothedAlpha); +} diff --git a/render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag b/render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag new file mode 100644 index 0000000..ef36f06 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag @@ -0,0 +1,82 @@ +precision mediump float; +varying vec4 v_color; +varying vec2 v_texcoord; + +uniform bool is_top_left; +uniform bool is_top_right; +uniform bool is_bottom_left; +uniform bool is_bottom_right; + +uniform vec2 position; +uniform float radius; +uniform vec2 half_size; +uniform float half_thickness; + +uniform vec4 colors[LEN]; +uniform vec2 size; +uniform float degree; +uniform vec2 grad_box; +uniform vec2 origin; +uniform bool linear; +uniform bool blend; +uniform int count; + +vec4 gradient(){ + float step; + + vec2 normal = (gl_FragCoord.xy - grad_box)/size; + vec2 uv = normal - origin; + + float rad = radians(degree); + + if(linear){ + float angle = rad + atan(uv.x, uv.y); + + float len = length(uv); + uv = vec2(cos(angle) * len, sin(angle) * len) + origin; + step = uv.x; + } else { + vec2 uv = normal - origin; + uv = vec2(uv.x * cos(rad) - uv.y * sin(rad), + uv.x * sin(rad) + uv.y * cos(rad)); + + uv = vec2(-atan(uv.y, uv.x)/3.14159265 * 0.5 + 0.5, 0.0); + step = uv.x; + } + + float smooth = 1.0/float(count - 1); + int ind = int(step/smooth); + float at = float(ind)*smooth; + + if(!blend) return colors[ind]; + + vec4 color = colors[ind]; + if(ind > 0) color = mix(colors[ind - 1], color, smoothstep(at - smooth, at, step)); + if(ind <= count - 1) color = mix(color, colors[ind + 1], smoothstep(at, at + smooth, step)); + + return color; +} + +float roundedBoxSDF(vec2 center, vec2 size, float radius) { + return length(max(abs(center) - size + radius, 0.0)) - radius; +} + +void main() { + vec2 center = gl_FragCoord.xy - position - half_size; + float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness); + float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness); + // Create an inner circle that isn't as anti-aliased as the outer ring + float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness); + + if (is_top_left && (center.y > 0.0 || center.x > 0.0)) { + discard; + } else if (is_top_right && (center.y > 0.0 || center.x < 0.0)) { + discard; + } else if (is_bottom_left && (center.y < 0.0 || center.x > 0.0)) { + discard; + } else if (is_bottom_right && (center.y < 0.0 || center.x < 0.0)) { + discard; + } + + gl_FragColor = mix(vec4(0), gradient(), smoothedAlphaOuter - smoothedAlphaInner); +} |