diff options
author | ame <[email protected]> | 2024-10-24 12:45:09 -0500 |
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committer | ame <[email protected]> | 2024-10-24 12:45:09 -0500 |
commit | 6fe9f31f55a291bf738c8b76b75190a4ac909df1 (patch) | |
tree | 3b12f99e96adc2691df3064e49ebd5df82694f5d /render/fx_renderer/gles2 | |
parent | 0e4a97e5a67d886e64c0d5337b281dc2c68332cf (diff) |
clean shaders and other formatting
Diffstat (limited to 'render/fx_renderer/gles2')
5 files changed, 52 insertions, 129 deletions
diff --git a/render/fx_renderer/gles2/shaders/gradient.frag b/render/fx_renderer/gles2/shaders/gradient.frag new file mode 100644 index 0000000..0ab6712 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/gradient.frag @@ -0,0 +1,47 @@ +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +#else +precision mediump float; +#endif + +vec4 gradient(vec4 colors[LEN], int count, vec2 size, vec2 grad_box, vec2 origin, float degree, bool linear, bool blend){ + float step; + + vec2 normal = (gl_FragCoord.xy - grad_box)/size; + vec2 uv = normal - origin; + + float rad = radians(degree); + + if(linear){ + uv *= vec2(1.0)/vec2(abs(cos(rad)) + abs(sin(rad))); + + vec2 rotated = vec2(uv.x * cos(rad) - uv.y * sin(rad) + origin.x, + uv.x * sin(rad) + uv.y * cos(rad) + origin.y); + + step = rotated.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; + } + + if(!blend){ + float smooth = 1.0/float(count); + int ind = int(step/smooth); + + return colors[ind]; + } + + float smooth = 1.0/float(count - 1); + int ind = int(step/smooth); + float at = float(ind)*smooth; + + 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; +} diff --git a/render/fx_renderer/gles2/shaders/meson.build b/render/fx_renderer/gles2/shaders/meson.build index ce08097..12e4427 100644 --- a/render/fx_renderer/gles2/shaders/meson.build +++ b/render/fx_renderer/gles2/shaders/meson.build @@ -2,6 +2,7 @@ embed = find_program('./embed.sh', native: true) shaders = [ 'common.vert', + 'gradient.frag', 'quad.frag', 'quad_grad.frag', 'quad_round.frag', diff --git a/render/fx_renderer/gles2/shaders/quad_grad.frag b/render/fx_renderer/gles2/shaders/quad_grad.frag index 6f611ca..465da81 100644 --- a/render/fx_renderer/gles2/shaders/quad_grad.frag +++ b/render/fx_renderer/gles2/shaders/quad_grad.frag @@ -16,48 +16,6 @@ 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){ - uv *= vec2(1.0)/vec2(abs(cos(rad)) + abs(sin(rad))); - - vec2 rotated = vec2(uv.x * cos(rad) - uv.y * sin(rad) + origin.x, - uv.x * sin(rad) + uv.y * cos(rad) + origin.y); - - step = rotated.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; - } - - if(!blend){ - float smooth = 1.0/float(count); - int ind = int(step/smooth); - - return colors[ind]; - } - - float smooth = 1.0/float(count - 1); - int ind = int(step/smooth); - float at = float(ind)*smooth; - - 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(); + gl_FragColor = gradient(colors, count, size, grad_box, origin, degree, linear, blend); } diff --git a/render/fx_renderer/gles2/shaders/quad_grad_round.frag b/render/fx_renderer/gles2/shaders/quad_grad_round.frag index 516573e..60e5fcf 100644 --- a/render/fx_renderer/gles2/shaders/quad_grad_round.frag +++ b/render/fx_renderer/gles2/shaders/quad_grad_round.frag @@ -25,48 +25,6 @@ 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){ - uv *= vec2(1.0)/vec2(abs(cos(rad)) + abs(sin(rad))); - - vec2 rotated = vec2(uv.x * cos(rad) - uv.y * sin(rad) + origin.x, - uv.x * sin(rad) + uv.y * cos(rad) + origin.y); - - step = rotated.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; - } - - if(!blend){ - float smooth = 1.0/float(count); - int ind = int(step/smooth); - - return colors[ind]; - } - - float smooth = 1.0/float(count - 1); - int ind = int(step/smooth); - float at = float(ind)*smooth; - - 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; @@ -86,5 +44,6 @@ 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); + + gl_FragColor = mix(vec4(0), gradient(colors, count, size, grad_box, origin, degree, linear, blend), 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 index 2ce4f41..9e9aef0 100644 --- a/render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag +++ b/render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag @@ -21,48 +21,6 @@ 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){ - uv *= vec2(1.0)/vec2(abs(cos(rad)) + abs(sin(rad))); - - vec2 rotated = vec2(uv.x * cos(rad) - uv.y * sin(rad) + origin.x, - uv.x * sin(rad) + uv.y * cos(rad) + origin.y); - - step = rotated.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; - } - - if(!blend){ - float smooth = 1.0/float(count); - int ind = int(step/smooth); - - return colors[ind]; - } - - float smooth = 1.0/float(count - 1); - int ind = int(step/smooth); - float at = float(ind)*smooth; - - 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; } @@ -84,5 +42,5 @@ void main() { discard; } - gl_FragColor = mix(vec4(0), gradient(), smoothedAlphaOuter - smoothedAlphaInner); + gl_FragColor = mix(vec4(0), gradient(colors, count, size, grad_box, origin, degree, linear, blend), smoothedAlphaOuter - smoothedAlphaInner); } |