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-rw-r--r--render/fx_renderer/gles2/shaders/gradient.frag47
-rw-r--r--render/fx_renderer/gles2/shaders/meson.build4
-rw-r--r--render/fx_renderer/gles2/shaders/quad_grad.frag21
-rw-r--r--render/fx_renderer/gles2/shaders/quad_grad_round.frag49
-rw-r--r--render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag46
5 files changed, 167 insertions, 0 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 f5b5b41..12e4427 100644
--- a/render/fx_renderer/gles2/shaders/meson.build
+++ b/render/fx_renderer/gles2/shaders/meson.build
@@ -2,10 +2,14 @@ embed = find_program('./embed.sh', native: true)
shaders = [
'common.vert',
+ 'gradient.frag',
'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..465da81
--- /dev/null
+++ b/render/fx_renderer/gles2/shaders/quad_grad.frag
@@ -0,0 +1,21 @@
+#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;
+
+void main(){
+ 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
new file mode 100644
index 0000000..60e5fcf
--- /dev/null
+++ b/render/fx_renderer/gles2/shaders/quad_grad_round.frag
@@ -0,0 +1,49 @@
+#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;
+
+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(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
new file mode 100644
index 0000000..9e9aef0
--- /dev/null
+++ b/render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag
@@ -0,0 +1,46 @@
+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;
+
+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(colors, count, size, grad_box, origin, degree, linear, blend), smoothedAlphaOuter - smoothedAlphaInner);
+}