render/outline: Handler inner/outer radius properly and ceil thickness
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7 changed files with 78 additions and 25 deletions
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@ -9,29 +9,56 @@ varying vec2 v_coords;
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uniform vec3 color;
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uniform float thickness;
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uniform vec4 radius;
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uniform float scale;
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float rounded_box(in vec2 p, in vec2 b, in vec4 r)
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{
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r.xy = (p.x > 0.0) ? r.xy : r.zw;
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r.x = (p.y > 0.0) ? r.x : r.y;
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vec2 q = abs(p) - b + r.x;
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return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
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float rounding_alpha(vec2 coords, vec2 size, vec4 radius) {
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vec2 center;
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float r;
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if (coords.x < radius.x && coords.y < radius.x) {
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r = radius.x;
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center = vec2(r, r);
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} else if (size.x - radius.y < coords.x && coords.y < radius.y) {
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r = radius.y;
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center = vec2(size.x - r, r);
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} else if (size.x - radius.z < coords.x && size.y - radius.z < coords.y) {
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r = radius.z;
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center = vec2(size.x - r, size.y - r);
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} else if (coords.x < radius.w && size.y - radius.w < coords.y) {
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r = radius.w;
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center = vec2(r, size.y - r);
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} else {
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return 1.0;
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}
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float dist = distance(coords, center);
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float half_px = 0.5 / scale;
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return 1.0 - smoothstep(r - half_px, r + half_px, dist);
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}
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void main() {
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vec2 center = size / 2.0;
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vec2 location = v_coords * size;
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vec4 mix_color;
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float distance = rounded_box(location - center, (size / 2.0) - (thickness / 2.0), radius);
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float smoothedAlpha = 1.0 - smoothstep(-0.5, 0.5, abs(distance) - (thickness / 2.0));
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float outer_alpha = rounding_alpha(v_coords * size, size, radius);
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float inner_alpha = 1.0;
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mix_color = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(color, alpha), smoothedAlpha);
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#if defined(DEBUG_FLAGS)
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if (thickness > 0.0) {
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location -= vec2(thickness);
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vec2 inner_size = size - vec2(thickness * 2.0);
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if (0.0 <= location.x && location.x <= inner_size.x
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&& 0.0 <= location.y && location.y <= inner_size.y)
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{
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vec4 inner_radius = radius - vec4(thickness);
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inner_alpha = 1.0 - rounding_alpha(location, inner_size, inner_radius);
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}
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}
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vec4 mix_color = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(color, alpha), outer_alpha * inner_alpha);
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#if defined(DEBUG_FLAGS)
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if (tint == 1.0)
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mix_color = vec4(0.0, 0.3, 0.0, 0.2) + mix_color * 0.8;
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#endif
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#endif
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gl_FragColor = mix_color;
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}
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}
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