Files
z-bar-qt/Plugins/ZShell/Blobs/shaders/blob.frag
T
2026-04-16 01:50:29 +02:00

303 lines
11 KiB
GLSL

#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float paddedX;
float paddedY;
float paddedW;
float paddedH;
float smoothFactor;
int rectCount;
int myIndex;
vec4 color;
int hasInverted;
float invertedRadius;
vec4 invertedOuter;
vec4 invertedInner;
vec4 rectData[80];
};
float sdRoundedBox(vec2 p, vec2 center, vec2 halfSize, float radius) {
vec2 d = abs(p - center) - halfSize + vec2(radius);
return length(max(d, vec2(0.0))) + min(max(d.x, d.y), 0.0) - radius;
}
float sdRoundedBox4(vec2 p, vec2 center, vec2 halfSize, vec4 r) {
// r = (topRight, bottomRight, bottomLeft, topLeft)
p -= center;
r.xy = (p.x > 0.0) ? r.xy : r.wz;
r.x = (p.y > 0.0) ? r.y : r.x;
vec2 q = abs(p) - halfSize + r.x;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
}
float sdBox(vec2 p, vec2 center, vec2 halfSize) {
vec2 d = abs(p - center) - halfSize;
return length(max(d, vec2(0.0))) + min(max(d.x, d.y), 0.0);
}
float smin(float a, float b, float k) {
// Cubic smooth min (C2 continuous — no curvature kinks at blend boundary)
float h = max(k - abs(a - b), 0.0) / k;
return min(a, b) - h * h * h * k * (1.0 / 6.0);
}
float smax(float a, float b, float k) {
float h = max(k - abs(a - b), 0.0) / k;
return max(a, b) + h * h * h * k * (1.0 / 6.0);
}
float smaxSharpA(float a, float b, float k) {
// smax variant that keeps a's boundary sharp (no inward rounding at a = 0).
// Used for the frame outer edge so it always fills to the edges.
float h = max(k - abs(a - b), 0.0) / k;
float blend = h * h * h * k * (1.0 / 6.0);
blend *= smoothstep(0.0, k * 0.5, -a);
return max(a, b) + blend;
}
void main() {
vec2 pixel = vec2(paddedX, paddedY) + qt_TexCoord0 * vec2(paddedW, paddedH);
float mergedSdf = 1e10;
int owner = -2;
float minDist = 1e10;
for (int i = 0; i < rectCount; i++) {
vec4 rect = rectData[i * 5]; // cx, cy, hw, hh
vec4 props = rectData[i * 5 + 1]; // radius, offsetX, offsetY, minEig
vec4 invDm = rectData[i * 5 + 2]; // inverse deform matrix
vec4 sh = rectData[i * 5 + 3]; // screenHalfX, screenHalfY, 0, 0
vec4 radii =
rectData[i * 5 + 4]; // effective per-corner radii (tr, br, bl, tl)
// Offset center for asymmetric deformation
vec2 center = rect.xy + props.yz;
// AABB early-out: skip rects far from this pixel
vec2 extent = sh.xy + vec2(smoothFactor * 1.5);
if (abs(pixel.x - center.x) > extent.x ||
abs(pixel.y - center.y) > extent.y)
continue;
// Apply pre-computed inverse deformation to the evaluation point
mat2 invDeform = mat2(invDm.xy, invDm.zw);
vec2 transformedPixel = center + invDeform * (pixel - center);
// Use pre-computed effective per-corner radii
float d = sdRoundedBox4(transformedPixel, center, rect.zw, radii);
// Use pre-computed minimum eigenvalue for SDF correction
d *= max(props.w, 0.01);
// Scale SDF on the axis facing a nearby border to narrow the smin blend
// zone in that direction only, without reducing k (which would cause sharp
// edges).
if (hasInverted != 0) {
vec2 screenHalf = sh.xy;
float distY0 =
(center.y + screenHalf.y) - (invertedInner.y - invertedInner.w);
float distY1 =
(invertedInner.y + invertedInner.w) - (center.y - screenHalf.y);
float distX0 =
(center.x + screenHalf.x) - (invertedInner.x - invertedInner.z);
float distX1 =
(invertedInner.x + invertedInner.z) - (center.x - screenHalf.x);
// 0 = far from border, 1 = at border (max compression)
float yProx = 1.0 - min(smoothstep(0.0, smoothFactor, distY0),
smoothstep(0.0, smoothFactor, distY1));
float xProx = 1.0 - min(smoothstep(0.0, smoothFactor, distX0),
smoothstep(0.0, smoothFactor, distX1));
// Smooth axis weights: gradient-based at corners, face-based inside.
vec2 q = abs(pixel - center) - screenHalf;
vec2 qp = max(q, vec2(0.0));
float cornerLen = length(qp);
// Gradient direction in corner region (smooth 90-degree rotation)
float gradX = qp.x / max(cornerLen, 0.001);
float gradY = qp.y / max(cornerLen, 0.001);
// Smooth face weights for inside/edge (no hard branch)
float faceY = smoothstep(-4.0, 4.0, q.y - q.x);
float faceX = 1.0 - faceY;
// Blend: gradient in corner region, face-based inside
float t = smoothstep(0.0, 2.0, cornerLen);
float xWeight = mix(faceX, gradX, t);
float yWeight = mix(faceY, gradY, t);
float boost = 3.0;
float scale = 1.0 + (xProx * xWeight + yProx * yWeight) * boost;
d *= scale;
}
// Rect-to-rect edge sinks: track the same edge of neighboring rects
{
float rectSinkValue = 0.0;
vec2 iHalf = sh.xy;
float preOff = smoothFactor * (1.0 / 6.0);
for (int j = 0; j < rectCount; j++) {
if (j == i)
continue;
vec4 jRect = rectData[j * 5];
vec4 jProps = rectData[j * 5 + 1];
vec2 jSh = rectData[j * 5 + 3].xy;
vec2 jCtr = jRect.xy + jProps.yz;
// Per-edge containment: the other rect's full span on the
// perpendicular axis must be inside this rect for that edge.
bool hInside = (jCtr.y - jSh.y) >= (center.y - iHalf.y) &&
(jCtr.y + jSh.y) <= (center.y + iHalf.y);
bool vInside = (jCtr.x - jSh.x) >= (center.x - iHalf.x) &&
(jCtr.x + jSh.x) <= (center.x + iHalf.x);
// Top/Bottom: other rect's height must be inside this rect
float topPen =
hInside ? clamp((center.y - iHalf.y) - (jCtr.y - jSh.y) - preOff,
0.0, smoothFactor)
: 0.0;
float botPen =
hInside ? clamp((jCtr.y + jSh.y) - (center.y + iHalf.y) - preOff,
0.0, smoothFactor)
: 0.0;
// Left/Right: other rect's width must be inside this rect
float leftPen =
vInside ? clamp((center.x - iHalf.x) - (jCtr.x - jSh.x) - preOff,
0.0, smoothFactor)
: 0.0;
float rightPen =
vInside ? clamp((jCtr.x + jSh.x) - (center.x + iHalf.x) - preOff,
0.0, smoothFactor)
: 0.0;
// Lateral distance from pixel to other rect's extent along each edge
float hLat = max(abs(pixel.x - jCtr.x) - jSh.x, 0.0);
float vLat = max(abs(pixel.y - jCtr.y) - jSh.y, 0.0);
// Perpendicular proximity: full strength at edge, fade inside
float topZone =
1.0 - smoothstep(center.y - iHalf.y,
center.y - iHalf.y + smoothFactor, pixel.y);
float botZone = smoothstep(center.y + iHalf.y - smoothFactor,
center.y + iHalf.y, pixel.y);
float leftZone =
1.0 - smoothstep(center.x - iHalf.x,
center.x - iHalf.x + smoothFactor, pixel.x);
float rightZone = smoothstep(center.x + iHalf.x - smoothFactor,
center.x + iHalf.x, pixel.x);
float s = smoothFactor * 2.0;
float sink = max(max(topPen * smoothstep(s, 0.0, hLat) * topZone,
botPen * smoothstep(s, 0.0, hLat) * botZone),
max(leftPen * smoothstep(s, 0.0, vLat) * leftZone,
rightPen * smoothstep(s, 0.0, vLat) * rightZone));
rectSinkValue = max(rectSinkValue, sink);
}
d -= rectSinkValue;
}
mergedSdf = smin(mergedSdf, d, smoothFactor);
if (d < smoothFactor && d < minDist) {
minDist = d;
owner = i;
}
}
if (hasInverted != 0) {
float dOuter = sdBox(pixel, invertedOuter.xy, invertedOuter.zw) - 1.0;
float dInner =
sdRoundedBox(pixel, invertedInner.xy, invertedInner.zw, invertedRadius);
// Border sinks: track the opposite rect edge, clamped to border thickness
float innerTop = invertedInner.y - invertedInner.w;
float innerBot = invertedInner.y + invertedInner.w;
float innerLeft = invertedInner.x - invertedInner.z;
float innerRight = invertedInner.x + invertedInner.z;
float outerTop = invertedOuter.y - invertedOuter.w;
float outerBot = invertedOuter.y + invertedOuter.w;
float outerLeft = invertedOuter.x - invertedOuter.z;
float outerRight = invertedOuter.x + invertedOuter.z;
float sinkValue = 0.0;
for (int i = 0; i < rectCount; i++) {
vec4 rect = rectData[i * 5];
vec4 sinkProps = rectData[i * 5 + 1];
vec2 sinkSh = rectData[i * 5 + 3].xy;
// Screen-space center (with offset) and pre-computed AABB half-extents
vec2 ctr = rect.xy + sinkProps.yz;
// Delay sink to absorb smin blend depth (cubic smin max = k/6)
float preOff = smoothFactor * (1.0 / 6.0);
// Top border: track rect's BOTTOM edge, only within border thickness
float topPen = clamp(innerTop - (ctr.y + sinkSh.y) - preOff, 0.0,
innerTop - outerTop);
// Bottom border: track rect's TOP edge
float botPen = clamp((ctr.y - sinkSh.y) - innerBot - preOff, 0.0,
outerBot - innerBot);
// Left border: track rect's RIGHT edge
float leftPen = clamp(innerLeft - (ctr.x + sinkSh.x) - preOff, 0.0,
innerLeft - outerLeft);
// Right border: track rect's LEFT edge
float rightPen = clamp((ctr.x - sinkSh.x) - innerRight - preOff, 0.0,
outerRight - innerRight);
// Lateral distance from pixel to rect's extent along each edge
float hLat = max(abs(pixel.x - ctr.x) - sinkSh.x, 0.0);
float vLat = max(abs(pixel.y - ctr.y) - sinkSh.y, 0.0);
// Perpendicular proximity: full strength in border, fade inside inner
// area
float topZone =
1.0 - smoothstep(innerTop, innerTop + smoothFactor, pixel.y);
float botZone = smoothstep(innerBot - smoothFactor, innerBot, pixel.y);
float leftZone =
1.0 - smoothstep(innerLeft, innerLeft + smoothFactor, pixel.x);
float rightZone =
smoothstep(innerRight - smoothFactor, innerRight, pixel.x);
float s = smoothFactor * 2.0;
float sink = max(max(topPen * smoothstep(s, 0.0, hLat) * topZone,
botPen * smoothstep(s, 0.0, hLat) * botZone),
max(leftPen * smoothstep(s, 0.0, vLat) * leftZone,
rightPen * smoothstep(s, 0.0, vLat) * rightZone));
sinkValue = max(sinkValue, sink);
}
dInner -= sinkValue;
float dFrame = smaxSharpA(dOuter, -dInner, smoothFactor);
mergedSdf = smin(mergedSdf, dFrame, smoothFactor);
if (dFrame < minDist) {
owner = -1;
}
}
// Each renderer only outputs pixels it owns, but allow rendering
// blend zones to prevent gaps (mergedSdf < smoothFactor means in blend)
// myIndex == -1: inverted rect renders border-owned pixels
// myIndex >= 0: individual rect renders its owned pixels
if (owner != myIndex && mergedSdf > smoothFactor)
discard;
float fw = fwidth(mergedSdf);
float alpha = 1.0 - smoothstep(-fw, fw, mergedSdf);
fragColor = vec4(color.rgb * alpha, alpha) * qt_Opacity;
}