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64 lines
1.5 KiB
GLSL
64 lines
1.5 KiB
GLSL
#shader vertex
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#version 460 core
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec2 UV;
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uniform mat4 model;
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uniform mat4 projection;
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out sample vec2 a_UV;
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void main()
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{
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a_UV = UV;
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gl_Position = projection * model * vec4(Position, 1.0);
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}
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#shader fragment
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#version 460 core
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uniform vec4 background_color;
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uniform float u_border_radius;
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uniform vec2 u_size;
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out vec4 FragColor;
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in vec2 a_UV;
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bool ShouldDiscard(vec2 coords, vec2 dimensions, float radius)
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{
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vec2 circle_center = vec2(radius, radius);
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if (length(coords - circle_center) > radius
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&& coords.x < circle_center.x && coords.y < circle_center.y) return true; //first circle
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circle_center.x += dimensions.x - 2 * radius;
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if (length(coords - circle_center) > radius
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&& coords.x > circle_center.x && coords.y < circle_center.y) return true; //second circle
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circle_center.y += dimensions.y - 2 * radius;
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if (length(coords - circle_center) > radius
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&& coords.x > circle_center.x && coords.y > circle_center.y) return true; //third circle
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circle_center.x -= dimensions.x - 2 * radius;
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if (length(coords - circle_center) > radius
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&& coords.x < circle_center.x && coords.y > circle_center.y) return true; //fourth circle
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return false;
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}
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void main()
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{
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vec2 coords = a_UV * u_size;
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vec2 center = u_size / 2.0;
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// Border rounding
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if (ShouldDiscard(coords, u_size, u_border_radius))
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discard;
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FragColor = background_color;
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}
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