added drop shadows
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b46f45befa
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747ff3369d
11 changed files with 603 additions and 344 deletions
83
src/render/shaders/Shadow.hpp
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83
src/render/shaders/Shadow.hpp
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#pragma once
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#include <string>
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inline const std::string FRAGSHADOW = R"#(
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precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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uniform float range;
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uniform float shadowPower;
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uniform int ignoreWindow;
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float pixAlphaRoundedDistance(float distanceToCorner) {
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if (distanceToCorner > radius) {
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return 0.0;
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}
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if (distanceToCorner > radius - range) {
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return pow((range - (distanceToCorner - radius + range)) / range, shadowPower); // i think?
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}
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return 1.0;
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}
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void main() {
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vec4 pixColor = v_color;
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float originalAlpha = pixColor[3];
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bool done = false;
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vec2 pixCoord = fullSize * v_texcoord;
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// ok, now we check the distance to a border.
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if (pixCoord[0] < topLeft[0]) {
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if (pixCoord[1] < topLeft[1]) {
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// top left
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pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(distance(pixCoord, topLeft));
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done = true;
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom left
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pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(distance(pixCoord, vec2(topLeft[0], bottomRight[1])));
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done = true;
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}
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} else if (pixCoord[0] > bottomRight[0]) {
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if (pixCoord[1] < topLeft[1]) {
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// top right
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pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(distance(pixCoord, vec2(bottomRight[0], topLeft[1])));
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done = true;
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom right
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pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(distance(pixCoord, bottomRight));
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done = true;
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}
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}
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if (!done) {
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// distance to all straight bb borders
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float distanceT = pixCoord[1];
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float distanceB = fullSize[1] - pixCoord[1];
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float distanceL = pixCoord[0];
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float distanceR = fullSize[0] - pixCoord[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 < range) {
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pixColor[3] = pixColor[3] * pow((smallest / range), shadowPower);
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}
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}
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if (pixColor[3] == 0.0 || (ignoreWindow == 1 && pixColor[3] == originalAlpha)) {
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discard; return;
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}
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gl_FragColor = pixColor;
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})#";
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341
src/render/shaders/Textures.hpp
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341
src/render/shaders/Textures.hpp
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#pragma once
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#include <string>
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inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
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return R"#(
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if (pixCoord[0] < topLeft[0]) {
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// we're close left
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if (pixCoord[1] < topLeft[1]) {
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// top
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if (ignoreCorners == 1) {
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discard;
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return;
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}
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float topLeftDistance = distance(topLeft, pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(topLeft, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(topLeft, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(topLeft, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(topLeft, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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gl_FragColor = )#" + colorVarName + R"#( * distances;
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return;
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}
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (ignoreCorners == 1) {
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discard;
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return;
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}
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float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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gl_FragColor = )#" + colorVarName + R"#( * distances;
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return;
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}
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}
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}
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}
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else if (pixCoord[0] > bottomRight[0]) {
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// we're close right
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if (pixCoord[1] < topLeft[1]) {
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// top
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if (ignoreCorners == 1) {
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discard;
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return;
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}
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float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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gl_FragColor = )#" + colorVarName + R"#( * distances;
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return;
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}
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (ignoreCorners == 1) {
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discard;
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return;
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}
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float topLeftDistance = distance(bottomRight, pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(bottomRight, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(bottomRight, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(bottomRight, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(bottomRight, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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gl_FragColor = )#" + colorVarName + R"#( * distances;
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return;
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}
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}
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}
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}
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)#";
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};
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inline const std::string QUADVERTSRC = R"#(
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uniform mat3 proj;
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uniform vec4 color;
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attribute vec2 pos;
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attribute vec2 texcoord;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_color = color;
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v_texcoord = texcoord;
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})#";
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inline const std::string QUADFRAGSRC = R"#(
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precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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void main() {
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if (radius == 0.0) {
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gl_FragColor = v_color;
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return;
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}
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("v_color") + R"#(
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gl_FragColor = v_color;
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})#";
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inline const std::string TEXVERTSRC = R"#(
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uniform mat3 proj;
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attribute vec2 pos;
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attribute vec2 texcoord;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_texcoord = texcoord;
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})#";
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inline const std::string TEXFRAGSRCRGBA = R"#(
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
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discard;
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return;
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}
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") +
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R"#(
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gl_FragColor = pixColor * alpha;
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})#";
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inline const std::string TEXFRAGSRCRGBX = R"#(
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precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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void main() {
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if (discardOpaque == 1 && alpha == 1.0) {
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discard;
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return;
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}
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vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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})#";
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inline const std::string FRAGBLUR1 = R"#(
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#version 100
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precision mediump float;
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varying mediump vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float radius;
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uniform vec2 halfpixel;
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void main() {
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vec2 uv = v_texcoord * 2.0;
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vec4 sum = texture2D(tex, uv) * 4.0;
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sum += texture2D(tex, uv - halfpixel.xy * radius);
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sum += texture2D(tex, uv + halfpixel.xy * radius);
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sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
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sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
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gl_FragColor = sum / 8.0;
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}
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)#";
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inline const std::string FRAGBLUR2 = R"#(
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#version 100
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precision mediump float;
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varying mediump vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float radius;
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uniform vec2 halfpixel;
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void main() {
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vec2 uv = v_texcoord / 2.0;
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vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
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sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);
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sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);
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sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);
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sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
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gl_FragColor = sum / 12.0;
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}
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)#";
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inline const std::string TEXFRAGSRCEXT = R"#(
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#extension GL_OES_EGL_image_external : require
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precision mediump float;
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varying vec2 v_texcoord;
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uniform samplerExternalOES texture0;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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void main() {
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vec4 pixColor = texture2D(texture0, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
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discard;
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return;
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}
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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})#";
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