Files
Andrew Zambazos c0395a49bd Added SDK
2026-06-11 14:01:22 +12:00

177 lines
5.3 KiB
HLSL

cbuffer Uniforms : register(b0)
{
float4 State;
matrix Transform;
float4 Scalar4[2];
float4 Vector[8];
uint ClipSize;
matrix Clip[8];
};
float Time() { return State[0]; }
float ScreenWidth() { return State[1]; }
float ScreenHeight() { return State[2]; }
float ScreenScale() { return State[3]; }
float Scalar(int i) { if (i < 4) return Scalar4[0][i]; else return Scalar4[1][i - 4]; }
Texture2D texture0 : register(t0);
SamplerState sampler0 : register(s0);
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
float2 ObjectCoord : TEXCOORD0;
};
float sdRect(float2 p, float2 size) {
float2 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(float2 p, float2 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);
float2 r = float2(ab.x*co, ab.y*si);
return length(r - p) * sign(p.y - r.y);
}
// 1.0 = No softening, 0.1 = Max softening
#define SOFTEN_ELLIPSE 1.0
float sdRoundRect(float2 p, float2 size, float4 rx, float4 ry) {
size *= 0.5;
float2 corner;
corner = float2(-size.x + rx.x, -size.y + ry.x); // Top-Left
float2 local = p - corner;
if (dot(rx.x, ry.x) > 0.0 && p.x < corner.x && p.y <= corner.y)
return sdEllipse(local, float2(rx.x, ry.x)) * SOFTEN_ELLIPSE;
corner = float2(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, float2(rx.y, ry.y)) * SOFTEN_ELLIPSE;
corner = float2(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, float2(rx.z, ry.z)) * SOFTEN_ELLIPSE;
corner = float2(-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, float2(rx.w, ry.w)) * SOFTEN_ELLIPSE;
return sdRect(p, size);
}
float2 transformAffine(float2 val, float2 a, float2 b, float2 c) {
return val.x * a + val.y * b + c;
}
void Unpack(float4 x, out float4 a, out float4 b) {
const float s = 65536.0;
a = floor(x / s);
b = floor(x - a * s);
}
float antialias2(float d) {
return smoothstep(-0.6180469, 0.6180469, d/fwidth(d));
}
float4 GetCol(in matrix m, uint i) { return float4(m[0][i], m[1][i], m[2][i], m[3][i]); }
#define VISUALIZE_CLIP 0
void applyClip(VS_OUTPUT input, inout float4 outColor) {
for (uint i = 0; i < ClipSize; i++) {
matrix data = Clip[i];
float2 origin = GetCol(data, 0).xy;
float2 size = GetCol(data, 0).zw;
float4 radii_x, radii_y;
Unpack(GetCol(data, 1), radii_x, radii_y);
bool inverse = bool(GetCol(data, 3).z);
float2 p = input.ObjectCoord;
p = transformAffine(p, GetCol(data, 2).xy, GetCol(data, 2).zw, GetCol(data, 3).xy);
p -= origin;
float d_clip = sdRoundRect(p, size, radii_x, radii_y) * (inverse ? -1.0 : 1.0);
#if VISUALIZE_CLIP
if (abs(d_clip) < 3.0)
outColor = float4(0.9, 1.0, 0.0, 1.0);
#else
float alpha = antialias2(-d_clip);
outColor = float4(outColor.rgb * alpha, outColor.a * alpha);
#endif
}
}
float4 PS(VS_OUTPUT input) : SV_Target
{
float4 outColor = input.Color;
applyClip(input, outColor);
return outColor;
}