Added SDK
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#include <string>
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static std::string shader_fill_path_frag() {
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return R"(#version 150
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// Program Uniforms
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uniform vec4 State;
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uniform mat4 Transform;
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uniform vec4 Scalar4[2];
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uniform vec4 Vector[8];
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uniform uint ClipSize;
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uniform mat4 Clip[8];
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// Uniform Accessor Functions
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float Time() { return State[0]; }
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float ScreenWidth() { return State[1]; }
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float ScreenHeight() { return State[2]; }
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float ScreenScale() { return State[3]; }
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float Scalar(uint i) { if (i < 4u) return Scalar4[0][i]; else return Scalar4[1][i - 4u]; }
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// Vertex Attributes
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in vec4 ex_Color;
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in vec2 ex_ObjectCoord;
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in vec2 ex_ScreenCoord;
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// Out Params
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out vec4 out_Color;
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float sdRect(vec2 p, vec2 size) {
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vec2 d = abs(p) - size;
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return min(max(d.x,d.y),0.0) + length(max(d,0.0));
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}
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// The below function "sdEllipse" is MIT licensed with following text:
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//
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// The MIT License
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// Copyright 2013 Inigo Quilez
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the Software
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// is furnished to do so, subject to the following conditions: The above copyright
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// notice and this permission notice shall be included in all copies or substantial
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// portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
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// ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO
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// EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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// OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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float sdEllipse( vec2 p, in vec2 ab ) {
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if (abs(ab.x - ab.y) < 0.1)
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return length(p) - ab.x;
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p = abs(p); if (p.x > p.y) { p=p.yx; ab=ab.yx; }
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float l = ab.y*ab.y - ab.x*ab.x;
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float m = ab.x*p.x/l;
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float n = ab.y*p.y/l;
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float m2 = m*m;
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float n2 = n*n;
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float c = (m2 + n2 - 1.0)/3.0;
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float c3 = c*c*c;
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float q = c3 + m2*n2*2.0;
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float d = c3 + m2*n2;
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float g = m + m*n2;
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float co;
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if (d < 0.0)
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{
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float p = acos(q/c3)/3.0;
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float s = cos(p);
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float t = sin(p)*sqrt(3.0);
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float rx = sqrt( -c*(s + t + 2.0) + m2 );
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float ry = sqrt( -c*(s - t + 2.0) + m2 );
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co = ( ry + sign(l)*rx + abs(g)/(rx*ry) - m)/2.0;
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} else {
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float h = 2.0*m*n*sqrt( d );
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float s = sign(q+h)*pow( abs(q+h), 1.0/3.0 );
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float u = sign(q-h)*pow( abs(q-h), 1.0/3.0 );
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float rx = -s - u - c*4.0 + 2.0*m2;
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float ry = (s - u)*sqrt(3.0);
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float rm = sqrt( rx*rx + ry*ry );
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float p = ry/sqrt(rm-rx);
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co = (p + 2.0*g/rm - m)/2.0;
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}
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float si = sqrt(1.0 - co*co);
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vec2 r = vec2(ab.x*co, ab.y*si);
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return length(r - p) * sign(p.y-r.y);
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}
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float sdRoundRect(vec2 p, vec2 size, vec4 rx, vec4 ry) {
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size *= 0.5;
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vec2 corner;
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corner = vec2(-size.x+rx.x, -size.y+ry.x); // Top-Left
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vec2 local = p - corner;
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if (dot(rx.x, ry.x) > 0.0 && p.x < corner.x && p.y <= corner.y)
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return sdEllipse(local, vec2(rx.x, ry.x));
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corner = vec2(size.x-rx.y, -size.y+ry.y); // Top-Right
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local = p - corner;
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if (dot(rx.y, ry.y) > 0.0 && p.x >= corner.x && p.y <= corner.y)
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return sdEllipse(local, vec2(rx.y, ry.y));
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corner = vec2(size.x-rx.z, size.y-ry.z); // Bottom-Right
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local = p - corner;
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if (dot(rx.z, ry.z) > 0.0 && p.x >= corner.x && p.y >= corner.y)
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return sdEllipse(local, vec2(rx.z, ry.z));
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corner = vec2(-size.x+rx.w, size.y-ry.w); // Bottom-Left
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local = p - corner;
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if (dot(rx.w, ry.w) > 0.0 && p.x < corner.x && p.y > corner.y)
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return sdEllipse(local, vec2(rx.w, ry.w));
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return sdRect(p, size);
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}
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vec2 transformAffine(vec2 val, vec2 a, vec2 b, vec2 c) {
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return val.x * a + val.y * b + c;
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}
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void Unpack(vec4 x, out vec4 a, out vec4 b) {
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const float s = 65536.0;
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a = floor(x / s);
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b = floor(x - a * s);
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}
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#define AA_WIDTH 0.354
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float antialias(in float d, in float width, in float median) {
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return smoothstep(median - width, median + width, d);
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}
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void applyClip() {
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for (uint i = 0u; i < ClipSize; i++) {
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mat4 data = Clip[i];
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vec2 origin = data[0].xy;
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vec2 size = data[0].zw;
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vec4 radii_x, radii_y;
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Unpack(data[1], radii_x, radii_y);
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bool inverse = bool(data[3].z);
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vec2 p = ex_ObjectCoord;
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p = transformAffine(p, data[2].xy, data[2].zw, data[3].xy);
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p -= origin;
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float d_clip = sdRoundRect(p, size, radii_x, radii_y) * (inverse? -1.0 : 1.0);
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float alpha = antialias(-d_clip, AA_WIDTH, 0.0);
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out_Color = vec4(out_Color.rgb * alpha, out_Color.a * alpha);
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//if (abs(d_clip) < 2.0)
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// out_Color = vec4(0.9, 1.0, 0.0, 1.0);
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}
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}
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void main(void) {
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out_Color = ex_Color;
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applyClip();
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}
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)";
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}
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