tornavis/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow...

95 lines
3.4 KiB
GLSL

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