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103 lines
2.6 KiB
GLSL
103 lines
2.6 KiB
GLSL
#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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vec2 itemSize;
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vec2 rectSize;
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float radius;
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float glowSize;
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float innerGlow;
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float lineWidth;
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float phase;
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float intensity;
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vec4 color1;
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vec4 color2;
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vec4 color3;
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vec4 color4;
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};
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const float TAU = 6.28318530718;
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float sdRoundBox(vec2 p, vec2 halfSize, float r)
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{
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vec2 q = abs(p) - (halfSize - r);
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return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r;
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}
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vec3 palette(float t)
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{
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t = fract(t) * 4.0;
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float f = smoothstep(0.0, 1.0, fract(t));
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if (t < 1.0) return mix(color1.rgb, color2.rgb, f);
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if (t < 2.0) return mix(color2.rgb, color3.rgb, f);
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if (t < 3.0) return mix(color3.rgb, color4.rgb, f);
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return mix(color4.rgb, color1.rgb, f);
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}
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float hash(vec2 p)
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{
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return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
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}
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void main()
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{
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vec2 p = (qt_TexCoord0 - 0.5) * itemSize;
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float r = clamp(radius, 0.0, min(rectSize.x, rectSize.y) * 0.5);
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float d = sdRoundBox(p, rectSize * 0.5, r);
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// ~1px antialiasing width
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float aa = max(fwidth(d), 0.75);
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// Coverage of the shape: 1 inside, 0 outside, soft across the edge
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float inside = 1.0 - smoothstep(-aa, aa, d);
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// Only skip work when clearly outside and there's no outer glow
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if (glowSize <= 0.0 && d > aa) {
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fragColor = vec4(0.0);
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return;
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}
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float ang = atan(p.y, p.x);
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float a2 = phase * TAU;
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float u = ang / TAU + 0.5 + phase;
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u += 0.07 * sin(ang * 2.0 + a2) + 0.04 * sin(ang * 3.0 - a2 * 2.0);
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vec3 col = palette(u);
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float g = 0.0;
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if (d > 0.0) {
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float t = clamp(d / max(glowSize, 0.001), 0.0, 1.0);
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g = (glowSize > 0.0) ? pow(1.0 - t, 3.0) : 0.0;
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} else if (innerGlow > 0.0) {
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float t = clamp(-d / innerGlow, 0.0, 1.0);
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g = pow(1.0 - t, 3.0);
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}
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float pulse = 0.9 + 0.1 * sin(a2 * 2.0 + ang);
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g *= pulse;
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// Line: inside only, with a soft inner edge AND a soft outer edge
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float line = 0.0;
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if (lineWidth > 0.0) {
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float inner = 1.0 - smoothstep(lineWidth - aa, lineWidth + aa, -d);
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line = inner * inside;
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}
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float a = clamp(g * intensity + line * 0.9, 0.0, 1.0);
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// Antialias the outer silhouette when there is no outer glow
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if (glowSize <= 0.0)
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a *= inside;
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col = mix(col, vec3(1.0), line * 0.25);
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a += (hash(gl_FragCoord.xy) - 0.5) / 255.0;
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a = clamp(a, 0.0, 1.0);
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fragColor = vec4(col * a, a) * qt_Opacity;
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}
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