#include static const std::string shader_fill_frag1 = R"( #version 150 // Program Uniforms uniform vec4 State; uniform mat4 Transform; uniform vec4 Scalar4[2]; uniform vec4 Vector[8]; uniform uint ClipSize; uniform mat4 Clip[8]; // Uniform Accessor Functions float Scalar(uint i) { if (i < 4u) return Scalar4[0][i]; else return Scalar4[1][i - 4u]; } // Texture Units uniform sampler2D Texture1; uniform sampler2D Texture2; uniform sampler2D Texture3; // Vertex Attributes in vec4 ex_Color; in vec2 ex_TexCoord; in vec2 ex_ObjectCoord; in vec2 ex_ScreenCoord; in vec4 ex_Data0; in vec4 ex_Data1; in vec4 ex_Data2; in vec4 ex_Data3; in vec4 ex_Data4; in vec4 ex_Data5; in vec4 ex_Data6; // Out Params out vec4 out_Color; uint FillType() { return uint(ex_Data0.x + 0.5); } vec4 TileRectUV() { return Vector[0]; } vec2 TileSize() { return Vector[1].zw; } vec2 PatternTransformA() { return Vector[2].xy; } vec2 PatternTransformB() { return Vector[2].zw; } vec2 PatternTransformC() { return Vector[3].xy; } uint Gradient_NumStops() { return uint(ex_Data0.y + 0.5); } bool Gradient_IsRadial() { return bool(uint(ex_Data0.z + 0.5)); } float Gradient_R0() { return ex_Data1.x; } float Gradient_R1() { return ex_Data1.y; } vec2 Gradient_P0() { return ex_Data1.xy; } vec2 Gradient_P1() { return ex_Data1.zw; } float SDFMaxDistance() { return ex_Data0.y; } struct GradientStop { float percent; vec4 color; }; GradientStop GetGradientStop(uint offset) { GradientStop result; if (offset < 4u) { result.percent = ex_Data2[offset]; if (offset == 0u) result.color = ex_Data3; else if (offset == 1u) result.color = ex_Data4; else if (offset == 2u) result.color = ex_Data5; else if (offset == 3u) result.color = ex_Data6; } else { result.percent = Scalar(offset - 4u); result.color = Vector[offset - 4u]; } return result; } #define AA_WIDTH 0.354 float antialias(in float d, in float width, in float median) { return smoothstep(median - width, median + width, d); } float sdRect(vec2 p, vec2 size) { vec2 d = abs(p) - size; return min(max(d.x,d.y),0.0) + length(max(d,0.0)); } // The below function "sdEllipse" is MIT licensed with following text: // // The MIT License // Copyright 2013 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the Software // is furnished to do so, subject to the following conditions: The above copyright // notice and this permission notice shall be included in all copies or substantial // portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF // ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO // EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR // OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. float sdEllipse( vec2 p, in vec2 ab ) { if (abs(ab.x - ab.y) < 0.1) return length(p) - ab.x; p = abs(p); if (p.x > p.y) { p=p.yx; ab=ab.yx; } float l = ab.y*ab.y - ab.x*ab.x; float m = ab.x*p.x/l; float n = ab.y*p.y/l; float m2 = m*m; float n2 = n*n; float c = (m2 + n2 - 1.0)/3.0; float c3 = c*c*c; float q = c3 + m2*n2*2.0; float d = c3 + m2*n2; float g = m + m*n2; float co; if (d < 0.0) { float p = acos(q/c3)/3.0; float s = cos(p); float t = sin(p)*sqrt(3.0); float rx = sqrt( -c*(s + t + 2.0) + m2 ); float ry = sqrt( -c*(s - t + 2.0) + m2 ); co = ( ry + sign(l)*rx + abs(g)/(rx*ry) - m)/2.0; } else { float h = 2.0*m*n*sqrt( d ); float s = sign(q+h)*pow( abs(q+h), 1.0/3.0 ); float u = sign(q-h)*pow( abs(q-h), 1.0/3.0 ); float rx = -s - u - c*4.0 + 2.0*m2; float ry = (s - u)*sqrt(3.0); float rm = sqrt( rx*rx + ry*ry ); float p = ry/sqrt(rm-rx); co = (p + 2.0*g/rm - m)/2.0; } float si = sqrt(1.0 - co*co); vec2 r = vec2(ab.x*co, ab.y*si); return length(r - p) * sign(p.y-r.y); } float sdRoundRect(vec2 p, vec2 size, vec4 rx, vec4 ry) { size *= 0.5; vec2 corner; corner = vec2(-size.x+rx.x, -size.y+ry.x); // Top-Left vec2 local = p - corner; if (dot(rx.x, ry.x) > 0.0 && p.x < corner.x && p.y <= corner.y) return sdEllipse(local, vec2(rx.x, ry.x)); corner = vec2(size.x-rx.y, -size.y+ry.y); // Top-Right local = p - corner; if (dot(rx.y, ry.y) > 0.0 && p.x >= corner.x && p.y <= corner.y) return sdEllipse(local, vec2(rx.y, ry.y)); corner = vec2(size.x-rx.z, size.y-ry.z); // Bottom-Right local = p - corner; if (dot(rx.z, ry.z) > 0.0 && p.x >= corner.x && p.y >= corner.y) return sdEllipse(local, vec2(rx.z, ry.z)); corner = vec2(-size.x+rx.w, size.y-ry.w); // Bottom-Left local = p - corner; if (dot(rx.w, ry.w) > 0.0 && p.x < corner.x && p.y > corner.y) return sdEllipse(local, vec2(rx.w, ry.w)); return sdRect(p, size); } void fillSolid() { out_Color = ex_Color; } void fillImage(vec2 uv) { out_Color = texture(Texture1, uv) * ex_Color; } vec2 transformAffine(vec2 val, vec2 a, vec2 b, vec2 c) { return val.x * a + val.y * b + c; } void fillPatternImage() { vec4 tile_rect_uv = TileRectUV(); vec2 tile_size = TileSize(); vec2 p = ex_ObjectCoord; // Apply the affine matrix vec2 transformed_coords = transformAffine(p, PatternTransformA(), PatternTransformB(), PatternTransformC()); // Convert back to uv coordinate space transformed_coords /= tile_size; // Wrap UVs to [0.0, 1.0] so texture repeats properly vec2 uv = fract(transformed_coords); // Clip to tile-rect UV uv *= tile_rect_uv.zw - tile_rect_uv.xy; uv += tile_rect_uv.xy; fillImage(uv); } // Gradient noise from Jorge Jimenez's presentation: // http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare float gradientNoise(in vec2 uv) { const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189); return fract(magic.z * fract(dot(uv, magic.xy))); } float ramp(in float inMin, in float inMax, in float val) { return clamp((val - inMin) / (inMax - inMin), 0.0, 1.0); } void fillPatternGradient() { int num_stops = int(Gradient_NumStops()); bool is_radial = Gradient_IsRadial(); vec2 p0 = Gradient_P0(); vec2 p1 = Gradient_P1(); float t = 0.0; if (is_radial) { float r0 = p1.x; float r1 = p1.y; t = distance(ex_TexCoord, p0); float rDelta = r1 - r0; t = clamp((t / rDelta) - (r0 / rDelta), 0.0, 1.0); } else { vec2 V = p1 - p0; t = clamp(dot(ex_TexCoord - p0, V) / dot(V, V), 0.0, 1.0); } GradientStop stop0 = GetGradientStop(0u); GradientStop stop1 = GetGradientStop(1u); out_Color = mix(stop0.color, stop1.color, ramp(stop0.percent, stop1.percent, t)); if (num_stops > 2) { GradientStop stop2 = GetGradientStop(2u); out_Color = mix(out_Color, stop2.color, ramp(stop1.percent, stop2.percent, t)); if (num_stops > 3) { GradientStop stop3 = GetGradientStop(3u); out_Color = mix(out_Color, stop3.color, ramp(stop2.percent, stop3.percent, t)); if (num_stops > 4) { GradientStop stop4 = GetGradientStop(4u); out_Color = mix(out_Color, stop4.color, ramp(stop3.percent, stop4.percent, t)); if (num_stops > 5) { GradientStop stop5 = GetGradientStop(5u); out_Color = mix(out_Color, stop5.color, ramp(stop4.percent, stop5.percent, t)); if (num_stops > 6) { GradientStop stop6 = GetGradientStop(6u); out_Color = mix(out_Color, stop6.color, ramp(stop5.percent, stop6.percent, t)); } } } } } // Add gradient noise to reduce banding (+4/-4 gradations) //out_Color += (8.0/255.0) * gradientNoise(gl_FragCoord.xy) - (4.0/255.0); } void Unpack(vec4 x, out vec4 a, out vec4 b) { const float s = 65536.0; a = floor(x / s); b = floor(x - a * s); } const float epsilon = AA_WIDTH; float antialias2 (float d) { return smoothstep (-epsilon, +epsilon, d); } // Returns two values: // [0] = distance of p to line segment. // [1] = closest t on line segment, clamped to [0, 1] vec2 sdSegment(in vec2 p, in vec2 a, in vec2 b) { vec2 pa = p - a, ba = b - a; float t = dot(pa, ba) / dot(ba, ba); return vec2(length(pa - ba * t), t); } float testCross(vec2 a, vec2 b, vec2 p) { return (b.y - a.y) * (p.x - a.x) - (b.x - a.x) * (p.y - a.y); } float sdLine(in vec2 a, in vec2 b, in vec2 p) { vec2 pa = p - a, ba = b - a; float t = dot(pa, ba) / dot(ba, ba); return length(pa - ba*t) * sign(testCross(a, b, p)); } vec4 blend(vec4 src, vec4 dest) { vec4 result; result.rgb = src.rgb + dest.rgb * (1.0 - src.a); result.a = src.a + dest.a * (1.0 - src.a); return result; } )"; static const std::string shader_fill_frag2 = R"( float innerStroke(float stroke_width, float d) { return min(antialias(-d, AA_WIDTH, 0.0), 1.0 - antialias(-d, AA_WIDTH, stroke_width)); } void fillRoundedRect() { vec2 p = ex_TexCoord; vec2 size = ex_Data0.zw; p = (p - 0.5) * size; float d = sdRoundRect(p, size, ex_Data1, ex_Data2); // Fill background float alpha = antialias(-d, AA_WIDTH, 0.0); out_Color = ex_Color * alpha; // Draw stroke float stroke_width = ex_Data3.x; vec4 stroke_color = ex_Data4; if (stroke_width > 0.0) { alpha = innerStroke(stroke_width, d); vec4 stroke = stroke_color * alpha; out_Color = blend(stroke, out_Color); } } void fillBoxShadow() { vec2 p = ex_ObjectCoord; bool inset = bool(uint(ex_Data0.y + 0.5)); float radius = ex_Data0.z; vec2 origin = ex_Data1.xy; vec2 size = ex_Data1.zw; vec2 clip_origin = ex_Data4.xy; vec2 clip_size = ex_Data4.zw; float sdClip = sdRoundRect(p - clip_origin, clip_size, ex_Data5, ex_Data6); float sdRect = sdRoundRect(p - origin, size, ex_Data2, ex_Data3); float clip = inset ? -sdRect : sdClip; float d = inset ? -sdClip : sdRect; if (clip < 0.0) { discard; out_Color = vec4(0.0, 0.0, 0.0, 0.0); return; } float alpha = radius >= 1.0? pow(antialias(-d, radius * 2 + 0.2, 0.0), 1.9) * 3.3 / pow(radius * 1.2, 0.15) : antialias(-d, AA_WIDTH, inset ? -1.0 : 1.0); alpha = clamp(alpha, 0.0, 1.0) * ex_Color.a; out_Color = vec4(ex_Color.rgb * alpha, alpha); return; } vec3 blendOverlay(vec3 src, vec3 dest) { vec3 col; for (int i = 0; i < 3; ++i) col[i] = dest[i] < 0.5 ? (2.0 * dest[i] * src[i]) : (1.0 - 2.0 * (1.0 - dest[i]) * (1.0 - src[i])); return col; } vec3 blendColorDodge(vec3 src, vec3 dest) { vec3 col; for (int i = 0; i < 3; ++i) col[i] = (src[i] == 1.0) ? src[i] : min(dest[i] / (1.0 - src[i]), 1.0); return col; } vec3 blendColorBurn(vec3 src, vec3 dest) { vec3 col; for (int i = 0; i < 3; ++i) col[i] = (src[i] == 0.0) ? src[i] : max((1.0 - ((1.0 - dest[i]) / src[i])), 0.0); return col; } vec3 blendHardLight(vec3 src, vec3 dest) { vec3 col; for (int i = 0; i < 3; ++i) col[i] = dest[i] < 0.5 ? (2.0 * dest[i] * src[i]) : (1.0 - 2.0 * (1.0 - dest[i]) * (1.0 - src[i])); return col; } vec3 blendSoftLight(vec3 src, vec3 dest) { vec3 col; for (int i = 0; i < 3; ++i) col[i] = (src[i] < 0.5) ? (2.0 * dest[i] * src[i] + dest[i] * dest[i] * (1.0 - 2.0 * src[i])) : (sqrt(dest[i]) * (2.0 * src[i] - 1.0) + 2.0 * dest[i] * (1.0 - src[i])); return col; } vec3 rgb2hsl( vec3 col ) { const float eps = 0.0000001; float minc = min( col.r, min(col.g, col.b) ); float maxc = max( col.r, max(col.g, col.b) ); vec3 mask = step(col.grr,col.rgb) * step(col.bbg,col.rgb); vec3 h = mask * (vec3(0.0,2.0,4.0) + (col.gbr-col.brg)/(maxc-minc + eps)) / 6.0; return vec3(fract(1.0 + h.x + h.y + h.z ), // H (maxc-minc)/(1.0-abs(minc+maxc-1.0) + eps), // S (minc+maxc)*0.5 ); // L } vec3 hsl2rgb( vec3 c ) { vec3 rgb = clamp( abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 ); return c.z + c.y * (rgb-0.5)*(1.0-abs(2.0*c.z-1.0)); } vec3 blendHue(vec3 src, vec3 dest) { vec3 baseHSL = rgb2hsl(dest); return hsl2rgb(vec3(rgb2hsl(src).r, baseHSL.g, baseHSL.b)); } vec3 blendSaturation(vec3 src, vec3 dest) { vec3 baseHSL = rgb2hsl(dest); return hsl2rgb(vec3(baseHSL.r, rgb2hsl(src).g, baseHSL.b)); } vec3 blendColor(vec3 src, vec3 dest) { vec3 blendHSL = rgb2hsl(src); return hsl2rgb(vec3(blendHSL.r, blendHSL.g, rgb2hsl(dest).b)); } vec3 blendLuminosity(vec3 src, vec3 dest) { vec3 baseHSL = rgb2hsl(dest); return hsl2rgb(vec3(baseHSL.r, baseHSL.g, rgb2hsl(src).b)); } vec4 saturate(vec4 val) { return clamp(val, 0.0, 1.0); } vec4 calcBlend() { const uint BlendOp_Clear = 0u; const uint BlendOp_Source = 1u; const uint BlendOp_Over = 2u; const uint BlendOp_In = 3u; const uint BlendOp_Out = 4u; const uint BlendOp_Atop = 5u; const uint BlendOp_DestOver = 6u; const uint BlendOp_DestIn = 7u; const uint BlendOp_DestOut = 8u; const uint BlendOp_DestAtop = 9u; const uint BlendOp_XOR = 10u; const uint BlendOp_Darken = 11u; const uint BlendOp_Add = 12u; const uint BlendOp_Difference = 13u; const uint BlendOp_Multiply = 14u; const uint BlendOp_Screen = 15u; const uint BlendOp_Overlay = 16u; const uint BlendOp_Lighten = 17u; const uint BlendOp_ColorDodge = 18u; const uint BlendOp_ColorBurn = 19u; const uint BlendOp_HardLight = 20u; const uint BlendOp_SoftLight = 21u; const uint BlendOp_Exclusion = 22u; const uint BlendOp_Hue = 23u; const uint BlendOp_Saturation = 24u; const uint BlendOp_Color = 25u; const uint BlendOp_Luminosity = 26u; fillImage(ex_TexCoord); vec4 src = out_Color; vec4 dest = texture(Texture2, ex_ObjectCoord); switch(uint(ex_Data0.y + 0.5)) { case BlendOp_Clear: return vec4(0.0, 0.0, 0.0, 0.0); case BlendOp_Source: return src; case BlendOp_Over: return src + dest * (1.0 - src.a); case BlendOp_In: return src * dest.a; case BlendOp_Out: return src * (1.0 - dest.a); case BlendOp_Atop: return src * dest.a + dest * (1.0 - src.a); case BlendOp_DestOver: return src * (1.0 - dest.a) + dest; case BlendOp_DestIn: return dest * src.a; case BlendOp_DestOut: return dest * (1.0 - src.a); case BlendOp_DestAtop: return src * (1.0 - dest.a) + dest * src.a; case BlendOp_XOR: return saturate(src * (1.0 - dest.a) + dest * (1.0 - src.a)); case BlendOp_Darken: return vec4(min(src.rgb, dest.rgb) * src.a, dest.a * src.a); case BlendOp_Add: return saturate(src + dest); case BlendOp_Difference: return vec4(abs(dest.rgb - src.rgb) * src.a, dest.a * src.a); case BlendOp_Multiply: return vec4(src.rgb * dest.rgb * src.a, dest.a * src.a); case BlendOp_Screen: return vec4((1.0 - ((1.0 - dest.rgb) * (1.0 - src.rgb))) * src.a, dest.a * src.a); case BlendOp_Overlay: return vec4(blendOverlay(src.rgb, dest.rgb) * src.a, dest.a * src.a); case BlendOp_Lighten: return vec4(max(src.rgb, dest.rgb) * src.a, dest.a * src.a); case BlendOp_ColorDodge: return vec4(blendColorDodge(src.rgb, dest.rgb) * src.a, dest.a * src.a); case BlendOp_ColorBurn: return vec4(blendColorBurn(src.rgb, dest.rgb) * src.a, dest.a * src.a); case BlendOp_HardLight: return vec4(blendOverlay(dest.rgb, src.rgb) * src.a, dest.a * src.a); case BlendOp_SoftLight: return vec4(blendSoftLight(src.rgb, dest.rgb) * src.a, dest.a * src.a); case BlendOp_Exclusion: return vec4((dest.rgb + src.rgb - 2.0 * dest.rgb * src.rgb) * src.a, dest.a * src.a); case BlendOp_Hue: return vec4(blendHue(src.rgb, dest.rgb) * src.a, dest.a * src.a); case BlendOp_Saturation: return vec4(blendSaturation(src.rgb, dest.rgb) * src.a, dest.a * src.a); case BlendOp_Color: return vec4(blendColor(src.rgb, dest.rgb) * src.a, dest.a * src.a); case BlendOp_Luminosity: return vec4(blendLuminosity(src.rgb, dest.rgb) * src.a, dest.a * src.a); } return src; } void fillBlend() { out_Color = calcBlend(); } void fillMask() { fillImage(ex_TexCoord); float alpha = texture(Texture2, ex_ObjectCoord).a; out_Color *= alpha; } void fillGlyph(vec2 uv) { float alpha = texture(Texture1, uv).r * ex_Color.a; alpha = clamp(alpha, 0.0, 1.0); float fill_color_luma = ex_Data0.y; float corrected_alpha = texture(Texture2, vec2(alpha, fill_color_luma)).r; //float corrected_alpha = alpha; out_Color = vec4(ex_Color.rgb * corrected_alpha, corrected_alpha); } void applyClip() { for (uint i = 0u; i < ClipSize; i++) { mat4 data = Clip[i]; vec2 origin = data[0].xy; vec2 size = data[0].zw; vec4 radii_x, radii_y; Unpack(data[1], radii_x, radii_y); bool inverse = bool(data[3].z); vec2 p = ex_ObjectCoord; p = transformAffine(p, data[2].xy, data[2].zw, data[3].xy); p -= origin; float d_clip = sdRoundRect(p, size, radii_x, radii_y) * (inverse? -1.0 : 1.0); float alpha = antialias2(-d_clip); out_Color = vec4(out_Color.rgb * alpha, out_Color.a * alpha); //if (abs(d_clip) < 2.0) // out_Color = vec4(0.9, 1.0, 0.0, 1.0); } } void main(void) { const uint FillType_Solid = 0u; const uint FillType_Image = 1u; const uint FillType_Pattern_Image = 2u; const uint FillType_Pattern_Gradient = 3u; const uint FillType_RESERVED_1 = 4u; const uint FillType_RESERVED_2 = 5u; const uint FillType_RESERVED_3 = 6u; const uint FillType_Rounded_Rect = 7u; const uint FillType_Box_Shadow = 8u; const uint FillType_Blend = 9u; const uint FillType_Mask = 10u; const uint FillType_Glyph = 11u; switch (FillType()) { case FillType_Solid: fillSolid(); break; case FillType_Image: fillImage(ex_TexCoord); break; case FillType_Pattern_Image: fillPatternImage(); break; case FillType_Pattern_Gradient: fillPatternGradient(); break; case FillType_Rounded_Rect: fillRoundedRect(); break; case FillType_Box_Shadow: fillBoxShadow(); break; case FillType_Blend: fillBlend(); break; case FillType_Mask: fillMask(); break; case FillType_Glyph: fillGlyph(ex_TexCoord); break; } applyClip(); } )"; static std::string shader_fill_frag() { return shader_fill_frag1 + shader_fill_frag2; }