renderer/opengl: Extract shaders from source (#9600)
--------- Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
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35 changed files with 1533 additions and 1059 deletions
183
src/render/shaders/glsl/border.frag
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183
src/render/shaders/glsl/border.frag
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#version 300 es
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#extension GL_ARB_shading_language_include : enable
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precision highp float;
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in vec2 v_texcoord;
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uniform int skipCM;
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uniform int sourceTF; // eTransferFunction
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uniform int targetTF; // eTransferFunction
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uniform mat4x2 sourcePrimaries;
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uniform mat4x2 targetPrimaries;
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uniform vec2 fullSizeUntransformed;
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uniform float radiusOuter;
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uniform float thick;
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// Gradients are in OkLabA!!!! {l, a, b, alpha}
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uniform vec4 gradient[10];
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uniform vec4 gradient2[10];
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uniform int gradientLength;
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uniform int gradient2Length;
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uniform float angle;
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uniform float angle2;
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uniform float gradientLerp;
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uniform float alpha;
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#include "rounding.glsl"
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#include "CM.glsl"
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vec4 okLabAToSrgb(vec4 lab) {
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float l = pow(lab[0] + lab[1] * 0.3963377774 + lab[2] * 0.2158037573, 3.0);
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float m = pow(lab[0] + lab[1] * (-0.1055613458) + lab[2] * (-0.0638541728), 3.0);
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float s = pow(lab[0] + lab[1] * (-0.0894841775) + lab[2] * (-1.2914855480), 3.0);
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return vec4(fromLinearRGB(
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vec3(
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l * 4.0767416621 + m * -3.3077115913 + s * 0.2309699292,
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l * (-1.2684380046) + m * 2.6097574011 + s * (-0.3413193965),
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l * (-0.0041960863) + m * (-0.7034186147) + s * 1.7076147010
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), CM_TRANSFER_FUNCTION_SRGB
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), lab[3]);
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}
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vec4 getOkColorForCoordArray1(vec2 normalizedCoord) {
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if (gradientLength < 2)
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return gradient[0];
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float finalAng = 0.0;
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if (angle > 4.71 /* 270 deg */) {
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normalizedCoord[1] = 1.0 - normalizedCoord[1];
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finalAng = 6.28 - angle;
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} else if (angle > 3.14 /* 180 deg */) {
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normalizedCoord[0] = 1.0 - normalizedCoord[0];
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normalizedCoord[1] = 1.0 - normalizedCoord[1];
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finalAng = angle - 3.14;
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} else if (angle > 1.57 /* 90 deg */) {
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normalizedCoord[0] = 1.0 - normalizedCoord[0];
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finalAng = 3.14 - angle;
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} else {
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finalAng = angle;
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}
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float sine = sin(finalAng);
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float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradientLength - 1);
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int bottom = int(floor(progress));
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int top = bottom + 1;
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return gradient[top] * (progress - float(bottom)) + gradient[bottom] * (float(top) - progress);
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}
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vec4 getOkColorForCoordArray2(vec2 normalizedCoord) {
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if (gradient2Length < 2)
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return gradient2[0];
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float finalAng = 0.0;
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if (angle2 > 4.71 /* 270 deg */) {
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normalizedCoord[1] = 1.0 - normalizedCoord[1];
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finalAng = 6.28 - angle;
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} else if (angle2 > 3.14 /* 180 deg */) {
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normalizedCoord[0] = 1.0 - normalizedCoord[0];
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normalizedCoord[1] = 1.0 - normalizedCoord[1];
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finalAng = angle - 3.14;
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} else if (angle2 > 1.57 /* 90 deg */) {
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normalizedCoord[0] = 1.0 - normalizedCoord[0];
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finalAng = 3.14 - angle2;
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} else {
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finalAng = angle2;
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}
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float sine = sin(finalAng);
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float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradient2Length - 1);
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int bottom = int(floor(progress));
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int top = bottom + 1;
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return gradient2[top] * (progress - float(bottom)) + gradient2[bottom] * (float(top) - progress);
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}
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vec4 getColorForCoord(vec2 normalizedCoord) {
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vec4 result1 = getOkColorForCoordArray1(normalizedCoord);
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if (gradient2Length <= 0)
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return okLabAToSrgb(result1);
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vec4 result2 = getOkColorForCoordArray2(normalizedCoord);
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return okLabAToSrgb(mix(result1, result2, gradientLerp));
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}
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layout(location = 0) out vec4 fragColor;
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void main() {
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highp vec2 pixCoord = vec2(gl_FragCoord);
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highp vec2 pixCoordOuter = pixCoord;
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highp vec2 originalPixCoord = v_texcoord;
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originalPixCoord *= fullSizeUntransformed;
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float additionalAlpha = 1.0;
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vec4 pixColor = vec4(1.0, 1.0, 1.0, 1.0);
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bool done = false;
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pixCoord -= topLeft + fullSize * 0.5;
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pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
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pixCoordOuter = pixCoord;
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pixCoord -= fullSize * 0.5 - radius;
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pixCoordOuter -= fullSize * 0.5 - radiusOuter;
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// center the pixes dont make it top-left
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pixCoord += vec2(1.0, 1.0) / fullSize;
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pixCoordOuter += vec2(1.0, 1.0) / fullSize;
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if (min(pixCoord.x, pixCoord.y) > 0.0 && radius > 0.0) {
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float dist = pow(pow(pixCoord.x,roundingPower)+pow(pixCoord.y,roundingPower),1.0/roundingPower);
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float distOuter = pow(pow(pixCoordOuter.x,roundingPower)+pow(pixCoordOuter.y,roundingPower),1.0/roundingPower);
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float h = (thick / 2.0);
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if (dist < radius - h) {
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// lower
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float normalized = smoothstep(0.0, 1.0, (dist - radius + thick + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
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additionalAlpha *= normalized;
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done = true;
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} else if (min(pixCoordOuter.x, pixCoordOuter.y) > 0.0) {
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// higher
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float normalized = 1.0 - smoothstep(0.0, 1.0, (distOuter - radiusOuter + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
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additionalAlpha *= normalized;
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done = true;
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} else if (distOuter < radiusOuter - h) {
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additionalAlpha = 1.0;
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done = true;
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}
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}
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// now check for other shit
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if (!done) {
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// distance to all straight bb borders
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float distanceT = originalPixCoord[1];
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float distanceB = fullSizeUntransformed[1] - originalPixCoord[1];
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float distanceL = originalPixCoord[0];
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float distanceR = fullSizeUntransformed[0] - originalPixCoord[0];
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// get the smallest
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float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));
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if (smallest > thick)
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discard;
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}
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if (additionalAlpha == 0.0)
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discard;
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pixColor = getColorForCoord(v_texcoord);
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pixColor.rgb *= pixColor[3];
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if (skipCM == 0)
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pixColor = doColorManagement(pixColor, sourceTF, sourcePrimaries, targetTF, targetPrimaries);
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pixColor *= alpha * additionalAlpha;
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fragColor = pixColor;
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}
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