Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
129 lines
4.1 KiB
C++
129 lines
4.1 KiB
C++
// Generated code, do not modify this file!
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#pragma once
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#include <mln/shaders/shader_source.hpp>
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namespace mln {
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namespace shaders {
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template <>
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struct ShaderSource<BuiltIn::FillOutlineTriangulatedShader, gfx::Backend::Type::OpenGL> {
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static constexpr const char* name = "FillOutlineTriangulatedShader";
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static constexpr const char* vertex = R"(// floor(127 / 2) == 63.0
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// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
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// stored in a byte (-128..127). we scale regular normals up to length 63, but
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// there are also "special" normals that have a bigger length (of up to 126 in
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// this case).
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// #define scale 63.0
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#define scale 0.015873016
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layout (location = 0) in vec2 a_pos_normal;
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layout (location = 1) in vec4 a_data;
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layout (std140) uniform GlobalPaintParamsUBO {
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highp vec2 u_pattern_atlas_texsize;
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highp vec2 u_units_to_pixels;
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highp vec2 u_world_size;
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highp float u_camera_to_center_distance;
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highp float u_symbol_fade_change;
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highp float u_aspect_ratio;
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highp float u_pixel_ratio;
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highp float u_map_zoom;
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lowp float global_pad1;
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};
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layout (std140) uniform FillOutlineTriangulatedDrawableUBO {
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highp mat4 u_matrix;
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mediump float u_ratio;
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lowp float drawable_pad1;
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lowp float drawable_pad2;
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lowp float drawable_pad3;
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};
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layout (std140) uniform FillEvaluatedPropsUBO {
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highp vec4 u_color;
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highp vec4 u_outline_color;
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highp float u_opacity;
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highp float u_fade;
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highp float u_from_scale;
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highp float u_to_scale;
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};
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out vec2 v_normal;
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out float v_width;
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out float v_gamma_scale;
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out highp float v_linesofar;
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void main() {
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// the distance over which the line edge fades out.
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// Retina devices need a smaller distance to avoid aliasing.
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float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0;
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vec2 a_extrude = a_data.xy - 128.0;
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v_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * 2.0;
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vec2 pos = floor(a_pos_normal * 0.5);
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// x is 1 if it's a round cap, 0 otherwise
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// y is 1 if the normal points up, and -1 if it points down
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// We store these in the least significant bit of a_pos_normal
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mediump vec2 normal = a_pos_normal - 2.0 * pos;
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normal.y = normal.y * 2.0 - 1.0;
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v_normal = normal;
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// these transformations used to be applied in the JS and native code bases.
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// moved them into the shader for clarity and simplicity.
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float u_width = 1.0;
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float halfwidth = u_width / 2.0;
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float outset = halfwidth + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
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// Scale the extrusion vector down to a normal and then up by the line width
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// of this vertex.
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mediump vec2 dist = outset * a_extrude * scale;
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vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
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gl_Position = u_matrix * vec4(pos, 0.0, 1.0) + projected_extrude;
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// calculate how much the perspective view squishes or stretches the extrude
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float extrude_length_without_perspective = length(dist);
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float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
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v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
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v_width = outset;
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}
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)";
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static constexpr const char* fragment = R"(layout (std140) uniform FillEvaluatedPropsUBO {
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highp vec4 u_color;
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highp vec4 u_outline_color;
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highp float u_opacity;
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highp float u_fade;
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highp float u_from_scale;
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highp float u_to_scale;
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};
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in float v_width;
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in vec2 v_normal;
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in float v_gamma_scale;
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void main() {
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// Calculate the distance of the pixel from the line in pixels.
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float dist = length(v_normal) * v_width;
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// Calculate the antialiasing fade factor. This is either when fading in
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// the line in case of an offset line (v_width2.t) or when fading out
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// (v_width2.s)
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float blur2 = (1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
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float alpha = clamp(min(dist + blur2, v_width - dist) / blur2, 0.0, 1.0);
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fragColor = u_outline_color * (alpha * u_opacity);
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#ifdef OVERDRAW_INSPECTOR
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fragColor = vec4(1.0);
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#endif
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}
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)";
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};
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} // namespace shaders
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} // namespace mln
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