mirror of
https://github.com/Atmosphere-NX/Atmosphere.git
synced 2024-11-10 06:01:52 +00:00
76 lines
2.1 KiB
Text
76 lines
2.1 KiB
Text
|
#version 460
|
||
|
|
||
|
layout(binding = 0) uniform sampler2D tex;
|
||
|
|
||
|
layout(std140, binding = 0) uniform frag {
|
||
|
mat3 scissorMat;
|
||
|
mat3 paintMat;
|
||
|
vec4 innerCol;
|
||
|
vec4 outerCol;
|
||
|
vec2 scissorExt;
|
||
|
vec2 scissorScale;
|
||
|
vec2 extent;
|
||
|
float radius;
|
||
|
float feather;
|
||
|
float strokeMult;
|
||
|
float strokeThr;
|
||
|
int texType;
|
||
|
int type;
|
||
|
};
|
||
|
|
||
|
layout(location = 0) in vec2 ftcoord;
|
||
|
layout(location = 1) in vec2 fpos;
|
||
|
layout(location = 0) out vec4 outColor;
|
||
|
|
||
|
float sdroundrect(vec2 pt, vec2 ext, float rad) {
|
||
|
vec2 ext2 = ext - vec2(rad,rad);
|
||
|
vec2 d = abs(pt) - ext2;
|
||
|
return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;
|
||
|
}
|
||
|
|
||
|
// Scissoring
|
||
|
float scissorMask(vec2 p) {
|
||
|
vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);
|
||
|
sc = vec2(0.5,0.5) - sc * scissorScale;
|
||
|
return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);
|
||
|
}
|
||
|
|
||
|
void main(void) {
|
||
|
vec4 result;
|
||
|
float scissor = scissorMask(fpos);
|
||
|
float strokeAlpha = 1.0;
|
||
|
|
||
|
if (type == 0) { // Gradient
|
||
|
// Calculate gradient color using box gradient
|
||
|
vec2 pt = (paintMat * vec3(fpos,1.0)).xy;
|
||
|
float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);
|
||
|
vec4 color = mix(innerCol,outerCol,d);
|
||
|
// Combine alpha
|
||
|
color *= strokeAlpha * scissor;
|
||
|
result = color;
|
||
|
} else if (type == 1) { // Image
|
||
|
// Calculate color fron texture
|
||
|
vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;
|
||
|
vec4 color = texture(tex, pt);
|
||
|
|
||
|
if (texType == 1) color = vec4(color.xyz*color.w,color.w);
|
||
|
if (texType == 2) color = vec4(color.x);
|
||
|
// Apply color tint and alpha.
|
||
|
color *= innerCol;
|
||
|
// Combine alpha
|
||
|
color *= strokeAlpha * scissor;
|
||
|
result = color;
|
||
|
} else if (type == 2) { // Stencil fill
|
||
|
result = vec4(1,1,1,1);
|
||
|
} else if (type == 3) { // Textured tris
|
||
|
|
||
|
vec4 color = texture(tex, ftcoord);
|
||
|
|
||
|
if (texType == 1) color = vec4(color.xyz*color.w,color.w);
|
||
|
if (texType == 2) color = vec4(color.x);
|
||
|
color *= scissor;
|
||
|
result = color * innerCol;
|
||
|
}
|
||
|
|
||
|
outColor = result;
|
||
|
};
|