Source file gles2_shaders.ml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
let fill_vert = {|#version 100
uniform vec2 viewSize;
attribute vec2 vertex;
attribute vec2 tcoord;
varying vec2 ftcoord;
varying vec2 fpos;
void main(void) {
ftcoord = tcoord;
fpos = vertex;
gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);
}
|}
let fill_frag = {|#version 100
precision highp float;
#define EDGE_AA 1
#define UNIFORMARRAY_SIZE 11
uniform vec4 frag[UNIFORMARRAY_SIZE];
uniform sampler2D tex;
varying vec2 ftcoord;
varying vec2 fpos;
#define scissorMat mat3(frag[0].xyz, frag[1].xyz, frag[2].xyz)
#define paintMat mat3(frag[3].xyz, frag[4].xyz, frag[5].xyz)
#define innerCol frag[6]
#define outerCol frag[7]
#define scissorExt frag[8].xy
#define scissorScale frag[8].zw
#define extent frag[9].xy
#define radius frag[9].z
#define feather frag[9].w
#define strokeMult frag[10].x
#define strokeThr frag[10].y
#define texType int(frag[10].z)
#define type int(frag[10].w)
float sdroundrect(vec2 pt, vec2 ext, float rad) {
vec2 ext2 = ext - vec2(rad,rad);
vec2 d = abs(pt) - ext2;
return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;
}
#ifdef EDGE_AA
float strokeMask() {
return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * min(1.0, ftcoord.y);
}
#endif
// Scissoring
float scissorMask(vec2 p) {
vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);
sc = vec2(0.5,0.5) - sc * scissorScale;
return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);
}
void main(void) {
vec4 result = vec4(1, 1, 0, 1);
float scissor = scissorMask(fpos);
#ifdef EDGE_AA
float strokeAlpha = strokeMask();
if (strokeAlpha < strokeThr) discard;
#else
float strokeAlpha = 1.0;
#endif
if (type == 0) { // Gradient
// Calculate gradient color using box gradient
vec2 pt = (paintMat * vec3(fpos,1.0)).xy;
float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);
vec4 color = mix(innerCol,outerCol,d);
// Combine alpha
color *= strokeAlpha * scissor;
result = color;
} else if (type == 1) { // Image
// Calculate color fron texture
vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;
vec4 color = texture2D(tex, pt);
if (texType == 1) color = vec4(color.xyz*color.w,color.w);
if (texType == 2) color = vec4(color.x);
// Apply color tint and alpha.
color *= innerCol;
// Combine alpha
color *= strokeAlpha * scissor;
result = color;
} else if (type == 2) { // Stencil fill
result = vec4(1,1,1,1);
} else if (type == 3) { // Textured tris
vec4 color = texture2D(tex, ftcoord);
if (texType == 1) color = vec4(color.xyz*color.w,color.w);
if (texType == 2) color = vec4(color.x);
color *= scissor;
result = color * innerCol;
}
gl_FragColor = result;
}
|}