95 lines
3.4 KiB
GLSL
95 lines
3.4 KiB
GLSL
#define BIT_RANGE(x) uint((1 << x) - 1)
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/* 2 bits for corner */
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/* Attention! Not the same order as in UI_interface.hh!
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* Ordered by drawing order. */
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#define BOTTOM_LEFT 0u
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#define BOTTOM_RIGHT 1u
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#define TOP_RIGHT 2u
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#define TOP_LEFT 3u
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#define CNR_FLAG_RANGE BIT_RANGE(2)
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/* 4bits for corner id */
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#define CORNER_VEC_OFS 2u
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#define CORNER_VEC_RANGE BIT_RANGE(4)
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#define INNER_FLAG uint(1 << 10) /* is inner vert */
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/* radi and rad per corner */
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#define recti parameters[0]
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#define rect parameters[1]
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#define radsi parameters[2].x
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#define rads parameters[2].y
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#define roundCorners parameters[3]
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void main()
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{
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/* NOTE(Metal): Declaring constant array in function scope to avoid increasing local shader
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* memory pressure. */
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const vec2 cornervec[36] = vec2[36](vec2(0.0, 1.0),
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vec2(0.02, 0.805),
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vec2(0.067, 0.617),
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vec2(0.169, 0.45),
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vec2(0.293, 0.293),
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vec2(0.45, 0.169),
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vec2(0.617, 0.076),
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vec2(0.805, 0.02),
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vec2(1.0, 0.0),
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vec2(-1.0, 0.0),
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vec2(-0.805, 0.02),
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vec2(-0.617, 0.067),
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vec2(-0.45, 0.169),
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vec2(-0.293, 0.293),
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vec2(-0.169, 0.45),
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vec2(-0.076, 0.617),
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vec2(-0.02, 0.805),
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vec2(0.0, 1.0),
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vec2(0.0, -1.0),
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vec2(-0.02, -0.805),
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vec2(-0.067, -0.617),
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vec2(-0.169, -0.45),
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vec2(-0.293, -0.293),
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vec2(-0.45, -0.169),
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vec2(-0.617, -0.076),
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vec2(-0.805, -0.02),
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vec2(-1.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.805, -0.02),
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vec2(0.617, -0.067),
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vec2(0.45, -0.169),
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vec2(0.293, -0.293),
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vec2(0.169, -0.45),
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vec2(0.076, -0.617),
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vec2(0.02, -0.805),
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vec2(0.0, -1.0));
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uint cflag = vflag & CNR_FLAG_RANGE;
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uint vofs = (vflag >> CORNER_VEC_OFS) & CORNER_VEC_RANGE;
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vec2 v = cornervec[cflag * 9u + vofs];
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bool is_inner = (vflag & INNER_FLAG) != 0u;
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shadowFalloff = (is_inner) ? 1.0 : 0.0;
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/* Scale by corner radius */
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v *= roundCorners[cflag] * ((is_inner) ? radsi : rads);
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/* Position to corner */
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vec4 rct = (is_inner) ? recti : rect;
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if (cflag == BOTTOM_LEFT) {
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v += rct.xz;
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}
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else if (cflag == BOTTOM_RIGHT) {
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v += rct.yz;
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}
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else if (cflag == TOP_RIGHT) {
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v += rct.yw;
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}
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else /* (cflag == TOP_LEFT) */ {
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v += rct.xw;
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}
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gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0);
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}
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