renderer: Add supercircular window corners (#8943)
renderer: Add supercircular shadows and borders config: Add rounding_power to default and example configs rule: add `roundingpower` window rule
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26 changed files with 228 additions and 173 deletions
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@ -11,6 +11,7 @@ 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 roundingPower;
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uniform float range;
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uniform float shadowPower;
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@ -26,6 +27,10 @@ float pixAlphaRoundedDistance(float distanceToCorner) {
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return 1.0;
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}
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float modifiedLength(vec2 a) {
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return pow(pow(abs(a.x),roundingPower)+pow(abs(a.y),roundingPower),1.0/roundingPower);
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}
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void main() {
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vec4 pixColor = v_color;
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@ -40,21 +45,21 @@ void main() {
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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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pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(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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pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(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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pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(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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pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - bottomRight));
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done = true;
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}
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}
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